The Cat Burglar (PEACH), second edition

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I'm unsure what happened at the other thread, but Webster said I could feel free to restart it so here goes. I'll be using this post as a table of contents so to speak, and I'll be putting everything back in as soon as I can. I'm not sure how many posts I can make in a short period of time.


Page 1
Cat Burglar Core Class
Epic Cat Burglar
Racial Substitution levels
Kitty Feats
Epic Kitty Feats
Magic Items
Epic Magic Items and Prerequisite Spells (work in progress)
Kitty Domains and Spells
Abominable Snow Kitty PrC
Akaneko PrC
Aristocat PrC


 


Page 2
Bad Kitty PrC
Bear Wrassler PrC
Big Kitty PrC
Breathsucker PrC
Burlap Guild Member PrC
Cat Fu Fighter PrC
Catnipper PrC
Cats From Saturn PrC


 


 


Page 3
Crazy Cat Lady PrC
Critter PrC
Darth Puddytatses PrC
Fencepost Yowler PrC
Feral PrC
Foof Lord PrC
Good Kitty PrC
Katgrrl PrC
Lazor Kitteh PrC
Mortician PrC


 


Page 4
Ninelifer PrC
Pocket Kitty PrC
Professional Mouser PrC
Sanda's Little Helper's PrC
Short Paw Clan PrC
Sons of Pinky PrC
The Black Paws PrC
The Familiar PrC
The Grasshopper Society PrC
Tibbit Jester PrC


 


Page 5
Tibbit Skirmisher PrC
Trickster PrC
Vet PrC
Watchcat PrC

Bakeneko Epic PrC
Catzilla Epic PrC
Cheshire Cat Epic PrC
Children of Asmodeus Epic PrC
Die Panzerkatzen Epic PrC
Fluffy Smiter of Smiting Epic PrC


 


Page 6
Itty Bitty Pwitty Wun Epic PrC
Cat Burglar Core Class V. 2 (work in progress)


 


Page 8


Shifter Racial Variant Levels


Summoning List for Help Me! Domain


 


Page 12
Cat Burglar 3.0



Page 13
Feats
Kitteh Magic

 


Page 15
Kitteh Domains/Gawds

 


Page 16
Great Kitteh In Da Sky
Mawm

 


Page 17
Bad Kitteh In Da Knight
Outside Cat

Page 18
Alley Kat
Goober
The Feline Way


Page 19
Blue Eyes
Charmaine ****foot
Itty Bitty

Page 20
Cat-Elves
Mrrow
The Mows

Page 21

Racial Substitution Levels
Temple Guardians of Mrrow
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Cat Burglar

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/catburglar.jpg)

”Meow!”

Cat Burglars originated in an ancient city with a group of Wizard students who had decent power but little patience. Having flunked out of school, they had turned to
theft to support themselves. While discussing how best to use their powers for gain
while drunk one night, one came up with the idea of changing form into a small cat
and appearing before the children of the richer households until one of them adopted
him. He would then scout the place for the group, and they could have advance information where the valuables were and how best to get to them. Their plan was
wildly successful and they became the leaders of a fairly decent Guild until
their secret got out.

Eventually the Cat Burglars art spread to other cities after the original Guild was
disbanded. Many have become adventurers, scouts, and people of a thiefly
persuasion. There are now schools (legitimate or otherwise) where the art can be
learned at an early age (i.e. it was originally a Prestige Class but has now become a
full Class after many decades).

MAKING A CAT BURGLAR
You are best at being a party scout. Small, sneaky, and difficult to see you blend in every where. Concentrate on Feats that take advantage of your high Dex and small Size class. Cat Burglars are best at not being seen and snitching information (among other things).
Abilities: Dexterity and Charisma are of paramount importance to the
Cat Burglar. Much of their skills and abilities key off these
two stats. A decent Constitution and Wisdom wouldn’t hurt
either.
Races: Humans and Halflings by far make up the bulk of Cat Burglars.
Some Gnomes and Elves practice the art as well but it isn’t at all common
among them. Dwarf and Half Orc Cat Burglars are virtually unknown.
Alignment: Cat Burglars may not be Lawful. Most tends towards Chaos
and Neutrality.
Starting Gold: Same as Rogue.
Starting Age: Same as Rogue.

Class Skills
The Cat Burglars class skills (and the key ability for each skill) are Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha),
Profession (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim
(Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at 1st Level : (8+ int)x4
Skills Points at Each Additional Level : 8+ int

Hit Dice: d6

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +0 Trapfinding, Purr, Kitty Form (Small), +1d6 Sneak Attack<br /> 2. +1 +0 +3 +0 Evasion<br /> 3. +2 +1 +3 +1 Kitty Form (Tiny)<br /> 4. +3 +1 +4 +1 Uncanny Dodge<br /> 5. +3 +1 +4 +1 Kitty Form (Diminutive)<br /> 6. +4 +2 +5 +2 +2d6 Sneak Attack<br /> 7. +5 +2 +5 +2 Kitty Form (SR vs Alignment/Shapechanger Detection)<br /> 8. +6 +2 +6 +2 Improved Uncanny Dodge<br /> 9. +6 +3 +6 +3 Kitty Form (Luck Bonus to AC)<br /> 10. +7 +3 +7 +3 +3d6 Sneak Attack<br /> 11. +8 +3 +7 +3 Kitty Form (Improved Evasion)<br /> 12. +9 +4 +8 +4 Bonus Feat<br /> 13. +9 +4 +8 +4 Kitty Form (Defensive Roll)<br /> 14. +10 +4 +9 +4 +4d6 Sneak Attack<br /> 15. +11 +5 +9 +5 Kitty Form (Swift Paws)<br /> 16. +12 +5 +10 +5 Bonus Feat<br /> 17. +12 +5 +10 +5 Kitty Form (SR vs Charms/Compulsions)<br /> 18. +13 +6 +11 +6 +5d6 Sneak Attack<br /> 19. +14 +6 +11 +6 Kitty Form (SR vs Polymorph)<br /> 20. +15 +6 +12 +6 True Kitty, Bonus Feat

Weapon Proficiencies: Cat Burglars are proficient with all Simple Weapons.
plus the Sap and the Garotte. They are proficient with Light Armor but not with
Shields.

Trapfinding: This is identical to the Rogue ability on page 50 of the PHB.

Purr: Over time you have been taught a secret language you can only use in Kitty form. It is composed of the sounds cats naturally make, and their body language. Using it two Cat Burglars can have a conversation in front of people without their knowledge. Other Cat Burglars can understand you regardless of form, so you can even point out a target by, say, rubbing against him in a certain manner while meowing in a specific tone. You also may communicate with other cats as though you had permanent use of the spell Speak With Animals (cats only) at will. Using Purr to speak to cats is a Supernatural Ability.

Kitty Form (Su): 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 Small cat. This is one of the larger breeds of housecat such as the Maine ****, or one of the very small feral cats such as the Fisher Cat. In Kitty Form you gain Low Light Vision, Scent, a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Strength Bonus. If you make a Full Attack you get 2 Claw attacks and a Bite. You also get a +4 Circumstance Bonus on Climb, Hide, and Move Silently checks; and a +8 Circumstance Bonus on Balance and Jump checks. In areas of tall grass or heavy undergrowth the Hide bonus raises to a +8. Your stats in this form are +4 Dex, -4 Str . 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.

At third level you can assume the form of a Tiny Cat (which covers most breeds of housecats). Your claws only do 1d2 and your bite 1d3. Stats are +6 Dex, -6 Str. Minimum Strength is 3.

At fifth level you may assume the form of a Diminutive Cat (i.e. kittens). Your claws only do 1 point and your bite 1d2. Stats are +8 Dex, -8 Str. Minimum Strength is 2.

At 7th level you gain Spell Resistance equal to 10 plus half your character level plus your Charisma bonus. This spell resistance only applies to spells attempting to detect your alignment or whether you are a shapechanger. If the spell can’t get through your spell resistance you show up as Neutral. This only works while you are in Kitty Form.

At 9th level gain a Luck Bonus to your Armor Class equal to your Charisma modifier while in Kitty Form.

At 11th level you get Improved Evasion (see PHB page 51), while in Kitty Form.

At 13th level you get Defensive Roll (see PHB page 51), while in Kitty Form.

At 15th level you gain Swift Paws. If your opponent is flat footed and you are in Kitty Form you may reroll a failed attack roll a number of times per day equal to your Charisma modifier. You must accept the results of the second roll.

At 17th level your Spell Resistance extends to Charms and Compulsions.

At 19th level your Spell Resistance extends to Polymorph and similar spells that would involuntarily change your form.

Sneak Attack(Ex): See PHB, page 50.

Evasion (Ex): See PHB, page 50.

Uncanny Dodge (Ex): See PHB, page 50.

Improved Uncanny Dodge (Ex): See PHB, page 50.

Bonus Feats: At 12th, 16th, and 20th level you may choose a Bonus Feat from the following list: A Cat Always Lands On His Feet, Acrobatic, Acrobatic Strike, Advanced Softee Paw Kung Fu, Agile, Alertness, Alley Cat, Anklebiter, ...And Persons Aren't Much Better, Black Cat, Blindfight, Brachiation, Close Quarters Fighting, Combat Acrobat, Combat Expertise, Confound the Big Folk, Cunning Evasion, Danger Sense, Daring Fuzzball, Dash, Deadly Defense, Distracting Attack, Dive for Cover, Dodge, Dogs Are Retarded, Elusive Target, Fleet of Foot, Fwuffy, Giant Bane, Hear the Unseen, Hey! Hey Over Here!, Hissing Fury, Improved Diversion, Improved Initiative, Improved Trip, I Must Shout My Love From The Fencepost Wall, I Wuv U, Jibba Jabba, Keen-Eared Scout, Kitty Wuvs Dwagon, Lazor Kitteh, Leap of the Heavens, Let Sleeping Kitties Lie, Lick Your Wounds, Lightning Reflexes, Lolcat, Lynx Paws, Melee Evasion, Mobility, Mommie's Little Heating Pad, Mouser, Nekochan, Pouncies, Purrsnuggles, Pwease, Quick Reconnoiter, Run, Self-Sufficient, Scramble, Shadow Striker, Softee Paw Kung Fu, Spookity Glowing Eyes of Doom, Spring Attack, Stealthy, Super Scamper Powers, Tomcat, Track, Underfoot Combat, Wolf Pack.

True Kitty: At 20th level you become immune to any spell you formerly had Spell Resistance to, and gain the Shapechanger subtype. You are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth).

PLAYING A CAT BURGLAR
You are based on stealth and guile. The entire goal is to learn to play a cat so well no one can tell the difference, not even a Druid. Or other cats. If the other players get captured you can likely escape because no one will be paying attention to you unless they know what you can do. You can feel free to go for help or sneak in, get the keys, and unlock their cell. You can even get yourself adopted by their enemies as a pet and learn their plans. When the evil Blaufeld rip off your DM is using appears stroking his pet cat, you might BE that cat. And weird old ladies will give you free munchies and cuddle you. Lets not forget the weird old ladies y'all.
Religion: Cat Burglars are partial to feline deities or to gods protecting thieves. Many worship the Fluffy Pantheon.
Other Classes: Cat Burglars prefer to band together with others of like mind such as the non lawful classes. Monks, Paladins, most Clerics, Knights, and others that take themselves quite seriously do not get along with the Cat Burglars. Either because they don’t like their aloof and capricious nature, or because of their long association with illegal activities in the past (and present)..
Combat: You’re a snuggler, not a fighter. Let other classes worry about combat. There are options if you wish to pursue them, but you will never be a frontline combat expert unless you take a Prestige Class devoted to making you such.
Advancement: Cat Burglars are infamous for multiclassing on a whim. Usually because they wish to emphasize some ability cats are supposed to have (such as black cats ability to cause bad luck). Most Prestige Classes they take will be specific to their class.

CAT BURGLARS IN THE WORLD
”Kitties done stole mah cheese!”
Cat Burglars are not well liked. They tend to foil a lot of schemes. They tend to scheme a lot themselves too. But telling them apart from your regular beloved pet kitty is kinda difficult. Some actually enjoy being a cat more than a person and spend much of their life in kitty form. After all they get free food and board, and don’t have to do any work (except possibly mousing). On the downside sometimes owners want them fixed or declawed, and then you have to bribe somebody...
Daily Life: If you’re a younger guild member you probably become an alley cat, and keep lookout on headquarters, or roam the streets trying to overhear info (and beg for free munchies). Or you may be a little kitten in the rich neighborhoods looking to be adopted. Or you’ve already been adopted, and are living the high life while probing the houses defenses. Or maybe your there to spy instead of casing the joint.
Notables: Notables among the Cat Burglars include the infamous Pinky (Cat Burglar 3/Barbarian 3/Son of Pinky 10). A Chaotic Neutral human, Pinky became so infamous that modern Cat Burglars who follow his path are called the Sons of Pinky (it is one of the few combat PrC’s designed for this class). Pinky was a dedicated fighter who ‘took care’ of any threats to his guild who were his adopted family ( http://www.youtube.com/watch?v=TwWYgQapkvo ). He was also infamous as an entrepeneur, starting the first known Trained Attack Sheep dealership. The other is Mommy’s Little Angel (Cat Burglar 10/Good Kitty 6) who pioneered many of the techniques used to charm and persuade others. Her race is ukown, and it is believed she was Chaotic Good. An expert on mind control she was the favored pet of the brutal dictator who oversaw her home city state and oversaw the revolution that toppled him from power ( http://www.youtube.com/watch?v=xmsV9R8FsDA ).
Organizations: Most Thief’s Guilds (or for that matter any organization devoted to fighting or committing crime) have at least a few Cat Burglars if they can afford them. Most are regional as the art has spread around the world, and most Cat Burglars are aloof and fey as the animals they portray. Many Guilds are composed almost entirely of Cat Burglars.

NPC Reaction
Most NPC’s will immediately be somewhat superstitious if they have any idea what you are. In some countries you can still be burned at the stake for being a practicing witch. In others you will immediately be assumed to be a spy or thief. It’s best you adopt a traveling disguise (“I’m an out of work actor”, "I'm a woodsman", I'm a professional pig strangler", etc).

CAT BURGLARS IN THE GAME
Cat Burglars will likely supersede Rogues as the best infiltrator class. They’re somewhat magical abilities make them different enough that the two should be able to co exist though. Rogues are better fighters.
Adaptation: This is ….a difficult class to adapt to a campaign. It’s meant purely for humorous campaigns, and as such will not fit in elsewhere. Except possibly a super spy, James Bondish type deal, where everyone’s uncertain what’s really going on till the end, and anyone can be a double agent.
Encounters: Most of the time NPC encounters with Cat Burglars will go unnoticed as the PC’s will simply think they are feral cats or housepets. Or they might occasionally fall victim to theft or manipulation by them. If the Cat Burglars do it right the PC’s may never even realize they were there.



Epic Cat Burglar

You are among the worlds most famous cats. Shrines are devoted to your magnificence. Well in your mind maybe..

Hit Die: d6

Skill Points at each Additional level: 8 + Int modifier

Kitty Form: The Epic Cat Burglars Luck Bonus to Armor Class improves by one at every odd numbered level.

Bonus Feats: The Epic Cat Burglar gains an additional Bonus Feat every 4th level after level 20 (i.e. level 24, level 28, etc).


TIBBIT RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with Tibbits Rule!


Tibbit's Rule! (Su): Tibbits natural abilities mesh well with the Cat Burglars powers. A Tibbit gains all the Abilities of Kitty Form (since they are actually better than his racial abilities) with one exception: His equipment molds to fit his Kitty Form as is mentioned in the Tibbit's entry(the one advantage Tibbit's natural powers have over the Cat Burglars). Please note this means the Tibbit can change into and out of Kitty Form at will, and doesn't have to wait an hour. Tibbit's also gain a Bonus Kitty Feat at 1st level. In campaigns where Cat Burglar is available Tibbit's may choose it as their Favored Class. Tibbit's also gain the same stat adjustments as other Small races (see below). This is still considered Kitty Form for purposes of qualifying for Feats.



CATFOLK RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with Perfect Kitty.

Perfect Kitty (Su): When in Kitty Form you do not gain the usual Circumstance Bonus to Move Silently checks, and may choose one of the following skills instead: Bluff, Search, Sense Motive, or Survival. In campaigns where Cat Burglar is available Catfolk may choose it as their Favored Class. This is still considered Kitty Form for purposes of qualifying for Feats.



AWAKENED CAT RACIAL SUBSTITUTION LEVELS
Level 1, 3, 5: Replace Kitty Form with Kitty Feats

Kitty Feats (Su): Instead of variant sized Kitty Forms at levels 1, 3 and 5 the Awakened Cat gets a permanent inherent +1 Bonus to Dexterity or Charisma. It also immediately qualifies for any PrC or Feat requiring Kitty Form (Small, Tiny, or Diminutive). In campaigns where Cat Burglar is available Catfolk may choose it as their Favored Class. Awakened Cats also gain a Bonus Kitty Feat at 1st level. This is still considered Kitty Form for purposes of qualifying for Feats.



CAT HENGEYOKAI RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with Neko Form

Neko Form (Su): Cat Hengeyokai's natural powers and class abilities mesh well. Neko Form gives them all the abilities of Kitty Form, and they may assume Hybrid Form at will as well. Their Cat Burglar Level is considered to be 1 higher than normal for purposes of qualifying for Kitty Feats (i.e. a 4th level Cat Burglar Hengeyokai is considered 5th level for purposes of qualifying for Feats only).



SMALL RACE RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with an alternate Kitty Form.

Kitty Form (Su): You gain all the normal bonuses from Kitty Form except for the stat changes. In Small Kitty Form your stats do not change. In Tiny Kitty Form you gain +4 Dex, -4 Str. In Diminutive Kitty Form you gain +6 Dex, -6 Str.



TINY RACE RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with an alternate Kitty Form.

Kitty Form (Su): You gain all the normal bonuses from Kitty Form except for the stat changes. In Small Kitty Form you gain +2 Str. In Tiny Kitty Form your stats do not change. In Diminutive Kitty Form you gain +4 Dex, -4 Str.



LARGE RACE RACIAL SUBSTITUTION LEVELS
Level 1: Replace Kitty Form with an alternate Kitty Form.

Kitty Form (Su): You gain all the normal bonuses from Kitty Form except for the stat changes. In Small Kitty Form you gain +6 Dex, -6 Str. In Tiny Kitty Form you gain +8 Dex, -8 Str. In Diminutive Kitty Form you gain +10 Dex, -10 Str.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Kitty Feats

A Cat Alway Lands On His Feet
After falling out of trees a lot you have ensured it will not happen again.
Prerequisites: Jump 4 Ranks, Kitty Form.
Benefits: As a supernatural ability you may cast the spell Feather Fall 3 times per day. Your caster level is equal to half your Cat Burglar Level.

Advanced Softee Paw Kung Fu
You may now refer to all lesser mortals you meet by the term 'grasshopper'.
Prerequisites: Softee Paw Kung Fu
Benefits: You may use your Charisma modifier instead of your Wisdom modifier for the Monk's AC Bonus and any abilities that normally use Wisdom (Stunning Fist, Quivering Palm) now use Cha for the Save DC.

Alley Cat
Your brother Rogues have taught you where to bite so it hurts the most…….
Prerequisites: +2 BAB, Kitty Form
Benefits: You gain Sneak Attack +1d6. This Feat may be taken multiple times, increasing your Sneak Attack damage by +1d6 each time. This stacks with any Sneak Attack damage you may have from class levels in Cat Burglar. The extra Sneak Attack Dice from this Feat are only available while in Kitty Form.

Always Underfoot
Somehow you always seem to be underfoot..
Prerequisites: Improved Trip, Bluff 4 Ranks
Benefits: You do not suffer size penalties to trip attacks. While in Kitty Form you may attempt to trip people and make it look accidental. Whenever you make a trip attack your victim can make a Sense Motive roll against your Bluff (you get a +4 Circumstance bonus to the roll). If he fails, he honestly believed 'kitty just wanted some attention'. You can only do this once per encounter (otherwise your pushing your luck).


...And Persons Aren't Much Better
Guard persons too..
Prerequisites: Dogs Are Retarded
Benefits: Your invisibility now works against all opponents.

Anklebiter
You are well adjusted to attacking from below
Prerequisites: Kitty Form (Tiny)
Benefits: Normally with a Reach of 0 you would provoke an attack of opportunity when entering someone else's square. But not in this case. You're a special kitty who breaks that rule due to training. You do not provoke an AoO from entering an opponents square.

Bad Cattitude
Of course his efforts have failed. He's a Paladin, I'm a kitty. It was foreordained.
Prerequisites: Cat Burglar Level 12, Cattitude
Benefits: You may reroll a Saving Throw a number of times per day equal to your Charisma modifier instead of just once. You only get one reroll attempt per save.

Black Cat
You have studied hard to gain the Black Cat’s mythical ability of bad Luck.
Prerequisites: Hexblade’s Curse, Kitty Form.
Benefits: Your Hexblade and Cat Burglar levels stack for purposes of determining your size in Kitty Form. For example a 1st level hexblade/2nd level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Hexblade and Cat Burglar levels also stack for purposes of determining the Save DC or your Hexblade’s Curse ability and the number of times per day it may be used.

Bouncies
Your good at jumping, even for a cat.
Prerequisites: Kitty Form, Jump 4 Ranks.
Benefits: You may cast the spell Jump 3 times per day as a Supernatural ability. This is only available in Kitty Form, and your caster level is equal to half your Cat Burglar levels.

Cattitude
I reject your reality, and substitute my own!
Prerequisites: Cat Burglar Level 6
Benefits: Once per day you may reroll one Saving Throw in Kitty Form.


Cheetah Rage
You run with the fury of the wind. Or some crap like that.
Prerequisites: Rage, Kitty Form.
Benefits: When using your Rage while in Kitty Form, your base land speed is +20 if you are unarmored.

Daring Fuzzball
You protect the innocent. Especially if the innocent are hawt and like the kittehs.
Prerequisites: Grace +1, Kitty Form.
Benefits: Your Swashbuckler and Cat Burglar levels stack for determining your size in Kitty Form. For example a 1st level Swashbuckler/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Swashbuckler and Cat Burglar levels also stack for purposes of determining your competence bonus to Reflex Saves from the Grace Class Feature, and from the Swashbuckler's Dodge Bonus to AC.

Dogs Are Retarded...
Guard dogs are useless against you.
Prerequisites: Kitty Form, Move Silently 4 Ranks
Benefits: You may cast Invisibility 3 times per day as a Supernatural ability, however it only works on opponents with an intelligence of 2 or less. Caster level is equal to half your Cat Burglar level.

Eat My Dander
You may release a cloud of cat hair at will....
Prerequisites: Cat Burglar Level 6
Benefits: Once per day as a Supernatural ability while in Kitty Form you may release a 10 cloud of cat dander centered on your square. All non feline entities in this area must make a Fortitude Save (DC is 10 plus half your hit dice plus your Constitution modifier) or be Sickened for 1 round per point of your Charisma modifier.

Fwuffy
Some people think it's because your fur is extra foofy....
Prerequisites: Kitty Form
Benefits: You may cast the spell Endure Elements once per day as a Supernatural ability while in Kitty Form. However it only protects against cold, not heat. Caster Level is considered to be half your Cat Burglar level.

HAHAHAHA!!
Your dander cloud is particularly effective when used as part of a grapple..
Prerequisites: Cat Burglar Level 12, Eat My Dander
Benefits: You may use your Dander attack twice per day. It may be used in place of doing damage in a grapple check. The opponent you are grappling is Nauseated if he fails his Save, instead of Sickened. All others in the area are Sickened as normal.

Hep Meeee!
You may summon your furry brethren in time of need.
Prerequisites: Cat Burglar Level 6
Benefits: Once per day in Kitty Form you may let out a loud meow for help, summoning a swarm of kitties to help you. Effectively you cast Summon Swarm (use the stats for a Rat Swarm without the diseased attack). You may also direct the Swarm as you wish unlike the spell. Caster level is equal to half your Cat Burglar levels. This is a Supernatural ability.

Hep Meee! II: The Sequel
Your friends from before have grown up now.
Prerequisites:Hep Meeee!, Cat Burglar Level 12
Benefits: Once per day you can summon 1d3 Celestial Dire Lions. This is the same as Summon Monster VII, except it's a Supernatural ability, and can only be used in Kitty Form. Caster level is equal to half Cat Burglar levels.

Hey! Hey Over Here!!
Look at the funny kitty!
Prerequisites: Kitty Form, Perform (Kitty) 4 Ranks
Benefits: By indulging in silly catlike tomfoolery such as chasing balls, or batting at moths you may captivate people. Effectively you may cast Hypnotism 3 times per day as a Supernatural ability while in Kitty Form. Caster level is half your Cat Burglar Level.

Hissing Fury
You have practiced the intimidating kitty hiss into an art form.
Prerequisites: Kitty Form
Benefits: You may cast the spell Cause Fear 3 times per day as a Supernatural ability. This is only available in Kitty Form, and your caster level is equal to half your Cat Burglar levels.

I Got Looks and Brains
Prerequisites: Kitty Form, Able to manifest second level powers
Benefits: Choose one manifesting class. Your manifesting class and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Wilder/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and chosen manifesting class levels also stack for purposes of determining your total manifester level. You gain no additional power points or powers known for cat (Originally by Teshen on the Wizards forum).

I Must Shout My Love From the Fencepost Wall
Please just shut the hell up...
Prerequisites: Bardic Music, Kitty Form.
Benefits: Your Bard and Cat Burglar levels stack for determining your size in Kitty Form. For example a 1st level Bard/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Bard and Cat Burglar levels also stack for purposes of determining how many times per day you can use your Bardic Music.

I Wuv U
You are expert in the ways of charming others.
Prerequisites: Diplomacy 4 Ranks, Kitty Form
Benefits: As a standard action you may purr and rub against the ankles of an opponent up to 3 times per day. This opponent is affected as by a Charm Person spell. Your caster level is equal to half your Cat Burglar level, and the Save DC is based on your Charisma. This is a Supernatural ability, can only be used in Kitty Form.

Jibba Jabba
You can speak normally in Kitty Form, and can speak cat in humanoid form.
Prerequisites: Kitty Form
Benefits: You can speak any language you know while in Kitty Form, and cast spells with Verbal components. You also gain a +2 Circumstance Bonus on Intimdate checks the first time you met someone and use this ability. You can speak like a cat verbally, but lack the pheromones and body language in humanoid form (so cats must make a DC 12 Wisdom check to understand you).

Kitty Wuvs Dwagon
You are Truly an expert in the ways of charming others.
Prerequisites: I Wuv U Feat, Diplomacy 12 Ranks
Benefits: As a standard action you may purr and rub against the ankles of an opponent up to 3 times per day. This opponent is affected as by a Charm Monster spell. Your caster level is equal to half your Cat Burglar level, and the Save DC is based on your Charisma. This is a supernatural ability, can only be used in Kitty Form.

Lazor Kitteh
"Watch me shoot that skwirl."
Prerequisites: Eldritch Blast, Kitty Form
Benefits: Your Warlock and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Warlock/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and Warlock levels also stack for purposes of determining the damage of your Eldritch Blast. You may use Incantations while in Kitty Form as well.

Leopard Rage
You have sharpened your claws for the daily fun...
Prerequisites: Rage, Kitty Form, BAB +4
Benefits: While using your Rage in Kitty Form your Natural attacks are +1 to hit and +2 to damage.

Let Sleeping Kitties Lie
Your so kyoooot when you sleep.
Prerequisites: Kitty Form, Perform (Kitty) 4 Ranks
Benefits: While asleep you are protected by a Sanctuary spell. This is a Supernatural ability, Caster Level is half your Cat Burglar levels.
more to come

Lick Your Wounds
Popular urban myth has it that cat saliva has healing abilities...
Prerequisites: Purrsnuggles Feat
Benefits: Once per day you may cast either Cure Serious Wounds or Remove Disease (you do not have to choose which at the beginning of the day) by licking your wounds. This is a Supernatural abiility only available in Kitty Form, caster level is equal to half your Cat Burglar Levels.

Lion's Rage
You become extra foofy while raging..
Prerequisites: Rage, Kitty Form, Cha 15+
Benefits: While raging and in Kitty Form you gain a +2 circumstance bonus when using any special attacks using your Charisma modifier for their DC (i.e. Kiai Shout and such).

Lolcat
"I has a flavor."
Prerequisites: Jesters Performance, Kitty Form
Benefits: Your Jester and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Jester/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and Jester levels also stack for purposes of determining what abilities you can use with your Jesters Performance (if you also have the appropriate Perform Ranks).

Lynx Paws
Prerequisites: Kitty Form, Fwuffy
Benefit: While in kitty form, you take no movement penalties for moving through snow or ice terrains, even magically created ones (such as from sleet storm). (Originally by Chemus of the Wizards forum).

Mommie's Little Heating Pad
Your fur is definitely extra foofy.....
Prerequisites: Kitty Form, Fwuffy
Benefits: Once you use your Fwuffy Feat, anyone coming in contact with you gains the benefits of the spell as long as they remain in contact with you. You are popular on wilderness expeditions.

Mouser
Running down mice has helped keep you fit, and developed an attack strategy even.
Prerequisites: Skirmish, Kitty Form
Benefits: Your Scout and Cat Burglar levels stack for determining your size in Kitty Form. For example a 1st level Scout/2nd level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Scout and Cat Burglar levels also stack for purposes of determining your Skirmish Damage and Armor Class bonus.


Nekochan
Lo you have partied with the ninja.
Prerequisites: Ghost Step, Kitty Form
Benefits: Your Ninja and Cat Burglar levels stack for determining your size in Kitty Form. For example a 2nd level Ninja/1st level Cat Burglar would be able to become a Tiny cat in Kitty Form.

Your Cat Burglar and Ninja levels also stack for purposes of the number of times per day you can use your Ki Power and determining your AC Bonus.

O I Dare U
Just try removing me from this kitchen pan.
Prerequisites: Cat Burglar Level 18, Bad Cattitude
Benefits: You may reroll any roll, not just Saving Throws. You still only get one reroll attempt for every roll though.

Pouncies!
You spend much time flinging yourself through the air at people...
Prerequisites: Kitty Form, Spring Attack
Benefits: Whenever you do a charge in Kitty Form you may make a Full attack, including Rakes if you have them.

Practiced Kitty
You spend much time perfecting the arts of the Kitty.
Prerequisites: Any 3 other Kitty Feats, Cat Burglar Level 12
Benefits: Your caster level for the supernatural abilities you gain from your Kitty Feats is now equal to your effective character level.

Purrsnuggles
You may heal others with the power of the Purr!
Prerequisites: Heal 4 Ranks, Kitty Form.
Benefits: By touching someone and purring you may heal 1 point of damage per round that they have taken. The maximum points of damage you can heal is equal to your Charisma modifier. This is a Supernatural ability only available in Kitty Form, and can be done 3 times per day

Pwease
You are an expert beggar, and enhance your skills with your magic.
Prerequisites: I Wuv U Feat, Cat Burglar Level 9
Benefits: As a standard action you may may look plaintively into someones eyes and meow up to 3 times per day. They must make a Willpower Save (DC: 10 plus 1/2 your Cat Burglar level, plus your Charisma Bonus) or hand you whatever they are currently holding. Once you scamper away they get another Willpower Save each round (with a cumulative +1 bonus for each failed save) to realize what they have done. Some Cat Burglars use it to beg for food. Others are..more sneaky. This is a Supernatural Ability and can only be used in Kitty Form. This is a mind affecting effect.

Schrodingers Kitty
You are an expert at avoiding your owners during vet day.
Prerequisites: Cat Burglar Level 9
Benefits: Once per day while in Kitty Form you may cast Dimension Door as a Supernatural Ability. Caster Level is equal to half your Cat Burglar levels.

Softee Paw Kung Fu
For a time you hid out in a monastery where they thought you were just an Awakened Cat on the run. Or perhaps you were a Monk to begin with and you survived the destruction of your temple by hiding out as a cat.
Prerequisites: Improved Unarmed Strike, Kitty Form.
Benefits: Your Monk and Cat Burglar levels stack for determining your size in Kitty Form. For example a 1st level Monk/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Monk and Cat Burglar levels also stack for determining your Unarmed Strike Damage and AC Bonus.

In addition you may multiclass freely between Monk and Cat Burglar, and do not need to be Lawful to retain your Monk abilities (perhaps you studied with the Chaos Monks listed in Dragon Magazine).

Spookity Glowing Eyes of Dooom
Your eyes shine during the day too sometimes...
Prerequisites: Hissing Fury
Benefits: You may cast the spell Scare 3 times per day as a Supernatural ability. This is only available in Kitty Form, and your caster level is equal to half your Cat Burglar levels.

Spookitty Pounce
They never expect the annoying kitty to jump at them.
Prerequisites: Bouncies, Hissing Fury, Feat/Spell/Class Ability that causes a Fascination Effect.
Benefits: You pounce on your Fascinated target scaring the bejeezus out of him. If he fails a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Frightened for 1d4 rounds. This feat can only be used in Kitty Form. You don't provoke an Attack of Opportunity when you enter your opponents square, even if you do not possess the Anklebiter Feat.(Original concept by Dilvish of the BG boards).


Stop Hitting Yourself
People Leave you alone for good reason.
Prerequisites: Tiger Rage
Benefits: When grappling an opponent 2 size classes or more larger than you (i.e. your hanging onto a limb), and he makes a weapon strike to dislodge you, you can dodge it with a successful Reflex Save, and he takes the damage instead. DC of the Reflex Save is equal to 10 plus half the opponents level (or hit dice) plus his Strength modifier (or Dex modifier if he's using weapon finesse). By using this Feat you immediately end the Grapple.

Super Scamper Powers
You spend a lot of time running away from people for some reason...
Prerequisites: Dash or Run, Kitty Form.
Benefits: As a supernatural ability you may cast the spell Expeditious Retreat 3 times per day. Your caster level is equal to half your Cat Burglar Level.

The Look
Man that cat really makes me nervous...
Prerequisites: Black cat, Nekochan, or Tomcat
Benefits: Intimidate is always considered a class skill for you.

They were mean to me Daddy!
Uh oh...
Prerequisites:Hep Meeee! II: The Sequel, Cat Burglar Level 18
Benefits: In Kitty form you may cast the spell Summon Monster IX as a supernatural ability once per day. You may only use it to summon a Leonal. Caster level is equal to half Cat Burglar levels.

Tigers Rage
People Leave you alone for good reason.
Prerequisites: Rage, Kitty Form, Str 13+
Benefits: While using Rage in Kitty Form you gain a +3 Enhancement bonus to all grapple checks, and you may grapple an opponent of any size. If that opponent is 2 or more Size classes larger than you he may use any size weapon to attack you to get you to release the grapple.

Tomcat
You am one baaaaaad kitty.
Prerequisites: Rage, Kitty Form.
Benefits: Your Barbarian and Cat Burglar levels stack for determining your size in Kitty Form. For example a 1st level Barbarian/2nd level Cat Burglar would be able to become a Tiny Cat in Kitty Form.

Your Barbarian and Cat Burglar levels also stack for purposes of determining how many times per day you can rage.

In addition you do not suffer size penalties to Grapple checks

You Are My New Best Friend
You have become adept at realizing who is most vulnerable to your dander attack.
Prerequisites: Cat Burglar Level 18, HAHAHAHA!!
Benefits: By spending a full round action you may discern which of the creatures in your field of vision has the lowest total Fortitude Save. You don't know what his Save is, just that he has the lowest.





Pixie Kitty
Your mom was fond of the Pixies......
Prerequisites:Fey Heritage ( in Complete Mage), Cat Burglar Level 6
Benefits: You may assume the form of a Fine Cat when using kitty form. Your bite does 1 point of damage (your claws do no damage, your stuck with the bite only when doing a Full Attack). Stats are +10 Dex, -10 Str (minimum 1 Str). And you have the cutest little Deely-Bobber antennaes. You have a +2 circumstance bonus on all Diplomacy checks in this form.

Monkey Gone to Heaven
You can become invisimable.
Prerequisites: Cat Burglar Level 12, Pixie Kitty
Benefits: As a Supernatural ability you may cast Greater Invisibility while in Kitty Form a number of times per day equal to your Charisma modifier. Caster level is equal to half your Cat Burglar Levels.

Subbacultcha
You can make the little kitties dance!
Prerequisites: Cat Burglar Level 18, Monkey Gone to Heaven
Benefits: As Supernatural Ability you may Cast Otto's Irresistible Dance a number of times per day equal to your Charisma modifier. Caster Level is equal ot half your Cat Burglar Levels.

Little Devil
Your mom was fond of Fiends
Prerequisites: Fiendish Heritage ( in Complete Mage), Cat Burglar Level 6
Benefits: You can assume the form of a Debbil Kitty (i.e. you gain little horns in Kitty Form if you wish). While in Debbil Kitty Form you gain a +4 Circumstance bonus on Intimidate checks.

I...AM...BAT KITTY!
God help us all you can fly now
Prerequisites:Cat Burglar Level 12, Little Devil
Benefits: While in Debbil Kitty form you have little batlike wings that let you Fly 40 ft with Good Maneverability.

Asmodeus Was Mah Daddy!
No wonder you were always so misbehaved...
Prerequisites: Cat Burglar Level 18
Benefits: While in Debbil Kitty Form you can cast Unholy Aura a number of times per day equal to your Charisma modifier as a Supernatural ability. Caster Level is equal to half your Cat Burglar Levels.

Little Angel
Your mom was fond of Solars...
Prerequisites: Purrsnuggles, Cat Burglar Level 6
Benefits: You can assume the form of an Angel Kitty (i.e. you gain a little halo in Kitty Form if you wish). While in Angel Kitty Form all spells you cast from the Healing subschool heal +2 points of damage.

Whenever a Bell Rings
Little Kitties get their wings.
Prerequisites: Cat Burglar Level 12
Benefits: While in Angel Kitty form you have little feathered wings that let you Fly 40 ft with Good Maneuverability.

Holy Aura
You glow with the force of a thousand fireflies (snicker).
Prerequisites: Cat Burglar Level 18
Benefits: While in Angel Kitty Form you can cast Holy Aura a number of times per day equal to your Charisma modifier as a Supernatural ability. Caster Level is equal to half your Cat Burglar Levels.

Cabbit
Your momma done something wrong son...
Prerequisites: Bouncies, Cat Burglar Level 6
Benefits: Instead of a cat you become a Cabbit in Kitty Form (the differences are cosmetic only). You may always take 10 on a Jump check, even if endangered or distracted.

Supah Boing!
You are better at jumping than some Kangaroos
Prerequisites: Cat Burglar Level 12, Cabbit
Benefits: Your Jump DC's are not doubled if you don't have a running start, and your maximum height isn't limited by your Size Class.

Ear Radar
Whats that sound?
Prerequisites: Cat Burglar Level 18
Benefits: You gain Blindsight 90'. If you are deafened this ability does not work.

Dragon Kitty
Your mom worked at the Burlap Throat-Wattle, the worlds most infamous Dragon's only bar...
Prerequisites:Spookity Glowing Eyes of Dooom, Cat Burglar Level 6
Benefits: You are immune to Fear and morale effects.

Tuff Kitty
You have inherited your dad's inherent tuffness.
Prerequisites: Cat Burglar Level 12, Dragon Kitty
Benefits: While in Kitty form you may cast the spell Draconic Might as a Supernatural ability a number of times per day equal to your Charisma modifier. You may cast it upon yourself only. Caster level is equal to half your Cat Burglar level.

Surprise
You have inherited Dad's "angry voice"
Prerequisites: Cat Burglar Level 18, Tuff Kitty
Benefits: While in Kitty form you may cast the spell Greater Shout as a Supernatural ability a number of times per day equal to your Charisma modifier. Caster level is equal to half your Cat Burglar level.

Sabre Toof
You are descended from the great imperial line of sabre toothed housecats. What, we thought it sounded good....
Prerequisites: Improved Natural Attack (Bite), Cat Burglar Level 9
Benefits: You may assume Sabre Toof Kitty Form a number of times per day equal to your Charisma modifier. You are a Medium size class cat with no changes in stats. Your claws do 1d4, and your Bite does 1d8 because of the Improved Natural Attack. You also gain a +2 Natural Armor Bonus to Armor Class. Unlike your other Kitty Forms your Bite is the primary natural attack, and your claws are secondary.

Cruncha Muncha
Whaddya mean I'm not supposed to kill livestock? What did I take the Sabre Toof Feat for then?
Prerequisites: Cat Burglar Level 18
Benefits: You may assume Sabre Toof Kitty Form at will instead of several times per day per day. When charging your Bite does 2d8 plus double your Strength bonus.

Swingin' Jungle Kitty
You are the truth behind the legend of....the cat faced monkey!
Prerequisites:Brachiation (in Complete Adventurer), Cat Burglar Level 6
Benefits:You may assume the Form of a Cat Faced Monkey if you wish. The stats are the same as your Kitty Form, but instead of finding the skill checks mentioned under Kitty Form impossible you merely have a -2 penalty.

AHAHAHAH!!
You are the king of the cat faced monkeys!
Prerequisites: Cat Burglar Level 12, Swingin' Jungle Kitty
Benefits: You take no skill penalties while in Cat Faced Monkey form. You also get a +2 Competence Bonus on Jump checks.

Alpha Monkey
You are a big cat faced monkey! You are a Cat Faced Baboon!
Prerequisites: Cat Burglar Level 18
Benefits: While in Cat Faced Monkey Form you may cast the spell Tensers Transformation a number of times per day equal to your Charisma modifer. Caster Level is equal to half your Cat Burglar levels.


Human Form
You can pretend to be an infant or Toddler.
Prerequisites: Awakened Cat, Kitty Form
Benefits: At will you can become a Tiny sized Humanoid (in other words a baby) at will as a Standard Action. This has no effect on your stats, and you lose your Low Light Vision, but you do gain hands.

Improved Human Form
You can pretend to be a child or teenager
Prerequisites: Awakened Cat, Kitty Form, Human Form
Benefits: At will you can also become a Small sized Humanoid (in other words a child) at will as a Standard Action. You gain +4 Strength and -2 Dexterity while in Improved Human Form.

Greater Human Form
You can pretend to be an adult humanoid.
Prerequisites: Awakened Cat, Kitty Form, Improved Human Form
Benefits: At will you can also become a Medium sized Humanoid (in other words an adult) at will as a Standard Action. You gain +8 Strength and -4 Dexterity while in Greater Human Form.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Epic Kitty Feats


Beluved O' the Gods
Keeping you dead is tuff, even for a kitty.
Prerequisites: The Universe Likes Mr. Cuddles, any 12 Luck Feats
Benefits: You have a contract with Death itself. Specifically if you can make a Willpower Saving Throw (Save DC is 10 plus half your Killers level plus his Charisma modifier) you have a True Resurrection spell cast on you 1 round after your death. You can be resurrected in this manner 9 times before your contract expires.



Biggie Sized Yeti
You make the little hooman types go "AAIIEE!".
Prerequisites: Dire Cat-faced Yeti Form, BAB +15, Con 15+, Cha 15+
Benefits: You can become a Huge Cat-Faced Yeti, and you can use Yeti Form 3 times per day. You gain +12 Strength, +6 Constitution, +8 Natural Armor Bonus, Land Speed increase +10 feet, 2 claw attacks doing 2d6 plus your strength bonus, Huge Size, and Improved Grab and Constrict (now doing 4d6 plus Strength Modifier). If you have the Yeti Munch Feat your Bite now does 1d8 plus half Strength Modifier.



Curse of the Rat Master
You can awaken huge amounts of rats.
Prerequisites: Say Hello to My Little Friend, Cha 20
Benefits: When using your Say Hello To My Little Friend ability you may now do one of the following: Awaken (as per the spell) all Rodents within 1 mile, transform all rats within 1 city into Dire Rats or Moon Rats (your choice), or permanently turn all Rats within 10' into Dire Rats with the Titanic Template. None of these rats are under your control, but they aren't immediately hostile either.



Epic Alien Mind Powers
The Force is strong with you...
Prerequisites: Must be able to Manifest 5th level powers from the Lurk or Psychic Warrior List, Cha 20
Benefits: You gain the ability to Manifest any 3 powers from the Psychic Warrior or Lurk lists you have access to. This may be taken multiple times.



Epic Alley Cat
Even the humans realize Tinpan alley belongs to you.
Prerequisites: Alley Cat, Sneak Attack +5d6
Benefits: If you should critical when using your sneak attack you do not have to roll damage for your Sneak Attack Dice, they automatically do maximum damage.


Epic Angel
You are the worlds most perfectest widdle angel ever.
Prerequisites: Holy Aura, Wis 20+
Benefits: While in Kitty form you may cast Greater Visage of the Deity (see Spell Compendium) 3 times per day as a Supernatural ability.


Epic Black Cat
People definitely avoid crossing your path now.
Prerequisites: Black Cat, Cha 20+, Hexblades Curse 5+/day
Benefits: If a victim rolls a natural '1' on his Saving Throw vs your Hexblade's Curse, he dies instead of taking the usual penalty.



Epic Boing
You never worry about falling again.
Prerequisites: A Cat Always Lands on His Feet, Bouncies, Jump 20 ranks
Benefits: You may now fall from any height without damage, and when you use your Bouncies Feat the Bonus to your Jump checks is +50, and your Skill Check DC takes no penalty or increase if you don't move (you can probably jump several dozen feet from a sitting position).


Epic Bootay
Yeah we really don't need to describe this one...
Prerequisites: Naked Fury, Cha 20, Perform (Dance) 24 ranks
Benefits: You may turn a victim you have Enslaved using your Hypnobutt class ability into a luv slave willing to die for you. If the Katgrrl has at least 25 ranks in Perform (Dance), she may further Enslave a creature she has previously used her Enslave ability on at least 3 times. This effect is similar to the Charm Person spell, but is permanent in duration if the victim fails his first Willpower Save (DC 10 plus half hit dice plus Charisma modifier), and she may order him to do things that would go against his self interest. In other words she can steal his money, treat him like crap, or even ask him to die defending her, and he'll do it gladly/



Epic Cabbit
Buuuunniiiiiiieeeessss...
Prerequisites:Ear Radar, Cat Burglar Level 24
Benefits: Your base land speed doubles, and you may always Take 20 on a Listen check in Cabbit Form.



Epic Cat Faced Monkey
You are now a Cat faced Mandrill...
Prerequisites: Alpha Monkey, Cat Burglar Level 24
Benefits: While in Cat Faced Monkey Form you may cast the spell Giant Size a number of times per day equal to your Charisma modifier. Caster Level is equal to half your Cat Burglar levels.



Epic Cat Fart
OMG the stench is...lovecraftian...
Prerequisites: Enrage Audience, Perform (Comedy) 20 ranks, Cha 20
Benefits: A number of times per day equal to your Charisma modifier you may declare you are using this Feat as an Immediate Action anytime an opponent successfully damages you. You release an Epic Cat Fart which forms a cloud in a 30' area for 10 minutes. All beings in this cloud must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Nauseated for 1d6 rounds, and Sickened as long as they are within the cloud (and for 2d6 rounds after leaving). If the Save is Successful the opponents are merely Sickened for the duration of the encounter. Opponent with Scent (or a similar ability) take a -4 penalty on their Saving throw.



Epic Cat Fu
"HIYAA!"
Prerequisites: Supastah, Dex 24
Benefits: The Showoff maneuver you chose for your Supastah ability is enhanced again.

Kitty Makin' Biscuits: If your opponent fails the Save he is Helpless 1 round, and Nauseated for the duration of the encounter. If he succeeds he is only nauseated 1d3 rounds.

Little Kitty Tripper Upper: If you successfully trip your opponent he is also Stunned 1d3 rounds.

Facehugger: If your opponent fails his Save he is blinded permanently, and if he succeeds he is blinded only 1d3 rounds.

Hug of the Thousand Paws: If you successfully make a Grapple check against an opponent, your kitties pile on, doing +1d6 damage per Kitty you have on your person, and providing a +2 Circumstance Bonus per Kitty to Grapple checks to maintain your Grapple.

Kitteh Up Mah Sleeve: If you succeed in your opposed check your Sneak Attack dice are increased by +4d6.

Sneaky Nibbles: If you succeed in your opposed check the critical threat range of your Kitty weapons becomes 15-20.

Swarm Defense: If you successfully get your attack of opportunity it now does 1d6 times the number of kitties on your person.

Presents for Daddy: Your kitties now immediately teleport back to you if they successfully disarm your opponent, immediately giving you what was in his hand.

In addition all kitties used as ranged weapons immediately teleport back to you as opposed to having to run back your way.



Epic Cat Lady
You seem to attract cats like magic. Soon they may outnumber the people in town.
Prerequisites: Behold Mah Fuzzy Minions, Cha 24
Benefits: You may now use your Behold Mah Fuzzy Minions to Summon Housecats at will, and may summon them with any template of up to +4 CR. All cats within 100' of you are automatically Awaken as per the spell.



Epic Cattitude
"You will give unto me...a salmon. Roasted. Of the highest quality."
Prerequisites: Oh I Dare U
Benefits: You now get +3 more rerolls per day, and may use more than 1 reroll per attempt.



Epic Critter
You can change into just about anything small and crittery.
Prerequisites: I'm a Sumthin LOL, Con 15, CHa 15
Benefits: You may now shapeshift to resemble any Animal, Dragon, Magical Beast, or Vermin of Small, Tiny, or Diminutive Size. This works as per the spell Shapeshift, but spells (such as Discern Shapechanger or True Seeing) do not reveal you as being anything other than a creature of that sort.



Epic Dander
You are a shedding fiend...
Prerequisites: Fwuffy, You are My New Best Friend, Constitution 15+
Benefits: You may now use your Dander attack at will, and your opponent is Nauseated if he fails his Save whether he is in a Grapple or not.



Epic Devil
"Wasn't me that stole Mrs. Jacksons pig. Nope. Nope. Mm-mm."
Prerequisites: Asmodeus Was Mah Daddy, Cat Burglar Level 14
Benefits: You may cast Hellish Horde (despite not being the correst alignment) 3 times per day as a Supernatural aability.



Epic Dragon Kitty
"Why do I have the sudden urge to kidnap Princesses?"
Prerequisites: Surprise OR Death From Above, Cat Burglar Level 24 or Cha 24
Benefits: You may cast Greater Dragon Ally 3 times per day as a Supernatural Ability.



Epic Familiar
"John! Take your hands off that woman. I'm sorry ma'am he's still in training."
Prerequisites: Channel 4, Cha 24
Benefits: You may now cast spells of any level through your Familiar.



Epic Fibber
You can get people to believe anything. You once convinced a Balor a mouse was Asmodeus himself.
Prerequisites: Master Trickster, Bluff 24 ranks
Benefits: This is a supernatural Mind-Affecting Effect. You can tell any lie, no matter how unbelievable with a successful Bluff Check vs an opponents Sense Motive check. Your opponent doesn't gain a Bonus on his Sense Motive Check no matter how weird what you're telling him is. You can tell him you have no body hair while standing naked in front of him in your full hedge-hogish glory.



Epic Flatten
"Nobody gets up from the Masshinator! Nobody!"
Prerequisites: Any 2 Trademark Feats requiring Mah Daddy Was the Man as a Prerequisite, Cha 20
Benefits: When using your Mah Daddy Was The Man attack, it does a number of extra d6 equal to your Charisma Modifier. This is a Supernatural Ability.



Epic Foofy
"ACHOO! Damn that cat!"
Prerequisites: Lord of the Fwuffy, Cha 24
Benefits: You may now use Dander Blast at will, Dander Explosion 5 times per day, and Dander Tornado 3 times per day. You may also kill anyone by touch that you have successfully used your Allergen Curse on touch if they fail a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier).



Epic Fury
You hiss with the fury of a Thousand Kitties.
Prerequisites: Spoookity Glowing Eyes of Doom, Intimidate 20+ranks, Cha 20
Benefits: You gain the Frightful Presence Ability. As a Standard Action you may put on a hissing and scratching it. All living creatures within 60' must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Frightened for 2d6 rounds. If the Save is successful they are immune to your Frightful Presence Ability for 24 hours. Unlike other Frightful Presence attacks you can affect beings of any Hit Dice level.



Epic Fwuffy
You are the warmest lil kitty ever.
Prerequisites: Mommie's Little Heating Pad, Constitution 20+
Benefits: You are permanently protected by a personal Endure Elements spell, and you can extend the benefits to 1 ally per point of Charisma Modifier as long as they remain within 30' of you.


Epic Innocence
You're just a little helpless kitty. That dead Titan has nothing to do with you. Really.
Prerequisites: Just A Kitty (SR vs Illusion spells), Bluff 24 ranks
Benefits: Spells that would detect your alignment, whether or not you were telling the truth, your true form, or reveal any personal information about you automatically fail.



Epic Java
"HAHAHAHAHAHAHAHAHAHAHAH!!!!!!!! WHATDOYOUMEANIMSCARINGPEOPLE?"
Prerequisites: Turkish Grog, Con 16, Cha 16
Benefits: You now gain 3 additional daily uses of your Java Feat, and if you drink one cup of coffee or other stimulant (or eat the equivalent in coffee beans) that you do not use for purposes of your Java Feat you may reroll a failed Saving Throw against any Compulsion or Mind Affecting effect or spell.


Epic Kitty Magic
you have mastered the secret magic of Cats to a level rarely known.
Prerequisites: Big Kitty Magic, Cha 24, Knowledge (Arcane) 24 ranks
Benefits: You Kitty Magic ability is now a Supernatural as opposed to Spell Like Ability. You also learn 1 new "spell" per point of Charisma Modifier you possess.



Epic Lazor Kitteh
"Eye lasers make fishing ever so much easier."
Prerequisites: Both Barrels, Lazor Kitteh, Do not ---- with Lazor Kitteh class feature, CHa 21
Benefits: When using the Both Barrels Feat your Eldritch Blast does damage based on your level, not (your level-3). Your Eldritch Blast now successfully Criticals on a 19-20 (18-20 if you took the Improved Critical Feat).



Epic LOLcat
"Leave or I will spit a second hairball."
Prerequisites: LOLcat, Enrage Audience class Feature, Cha 22
Benefits: When using your Enrage Audience ability you may now affect all Opponents within 120'.


Epic Mouser
"Heeeere Orcie, Orcie, Orcie..."
Prerequisites: Mouser, BAB +16, Dex 24
Benefits: When performing a charge attack you gain additional Skirmish Dice (and the Bonus to your AC increases) equal to your Charisma Modifier.


Epic Nekochan
"I am a Ninja. You do not see me"
"But..."
"YOU DO NOT SEE ME!!"
Prerequisites: Nekochan, Sudden Strike +2d6, Sneak Attack +2d6, Cha 20
Benefits: Your Sudden Strike Dice are now Sneak Attack Dice, and stack with any other Sneak Attack Dice you may have. If your opponent is Flat-footed you gain additional Sneak Attack Dice equal to your Charisma Modifier for that attack.



Epic Pixie
"Greetings fellow fairies. What? What did I say?"
Prerequisites: Subbacultcha, Cat Burglar Level 24
Benefits: You may cast Limited Wish a number of times per day equal to (3 plus your Charisma Modifier) as a Supernatural Ability (you must still pay the XP compnent cost if it calls for it).


Epic Red Cat
Fire is the answer to all of life's problems. Yup yup.
Prerequisites: Red Cat, Wis 20, Cha 20
Benefits: You are now immune to Fire, even when not in Fiery Kitty Form. Your Fire Flash does an additional +2d6 and affects a 30' area while in Fiery Kitty Form. While in Fiery Kitty Form your attacks do +1d6 Fire damage (+3d6 on a successful critical), and the Save DC for your Fire Flash and Red Cat abilities gain a +2 Bonus.



Epic Sabre Toof
"Milder bite my fanny."
Prerequisites: Cruncha Muncha, Cat Burglar Level 24
Benefits: While In Sabre Toof Kitty Form you are now Large Size Class, your bite does 2d6 plus Strength Modifier (4d6 plus double Strength Modifier on a charge), claws doing 1d6 plus half Strength Modifier, +8 Strength, +4 Constitution, and your Natural Armor Bonus increases by +5.



Epic Scamper
"Run away!!!!!"
Prerequisites: Run, Super Scamper Powers, Dex 18
Benefits: When using your Super Scamper Powers Feat your base land move is now increased by +60 feet.



Epic Short Paw Kung Fu
You can explode boulders with a simple paw touch. Well not really, but you keep hoping.
Prerequisites: Paw of the Fluffy Kitten, Concentration 24 ranks, BAB +16
Benefits: When using your Short Paw Kung Fu ability, your opponent is knocked unconscious for 1 round if you successfully critical with your Unarmed Strike.



Epic Sneakiness
You can hide from someone, even while dancing on his head, causing his friends to think less of him by the second.
Prerequisites: Master of the Unseen, Hide 30 ranks
Benefits: You can use your Hide in Plain Sight ability even while touching your opponent. In otherwords you could be actively dry humping his bald scalp, and as long as you make a successful opposed Hide vs Spot
Check, he has no idea.


Epic Snuggle
"I think this cat likes me..."
Prerequisites: Lick Your Wounds, Heal 16 ranks, Wisdom 18+
Benefits: You may cast Heal as a Supernatural ability a number of times per day equal to your Charisma Modifier.



Epic Softee Paw Kung Fu
"I shall crush you with this paw."
"Uh sir..that's a rock..."
"Good you're paying attention."
Prerequisites: Advanced Softee Paw Kung Fu, Superior Unarmed Strike, Dex 18, Cha 20
Benefits: As a Standard attack action you may make a Hide Check vs your opponents Spot check while making a melee touch attack. If the Hide check is successful, your attack is effectively invisible, and he did not see it (other beings nearby can also get a Spot Check vs your Hide Check to see it occur). The melee touch attack does your full unarmed strike damage plus any Sudden Strike, Sneak Attack, or Skirmish dice you have, plus an additional +1d6 per point of Charisma Modifier (i.e. +3d6 if you have a 16 Cha). it can also be used in conjunction with Stunning Fist or similar Feats.



Epic Squish
"Is he? Yes he's going for the Doom Squishins!!"
Prerequisites: Any 2 Trademark Feats requiring Mah Momma Knew How to Snuggle as a Prerequisite
Benefits: You do 1d4 Temporary Strength damage each round you maintain a Grapple on an opponent.



Epic Tomcat
"The ladies luv a brute yessir. Quit laughin' you monkeys..."
Prerequisites: Big Cat on the Block, Tiger's Rage, Tomcat, Intimidate 20 ranks
Benefits: Opponents 2 or more Size Classes bigger than yourself are once again restricted to using weapons they could normally use against you in a grapple (as opposed to using weapons of any size as per the Tomcat Feat), and you can now get the benefits of the Tiger Rage Feat even when not in Kitty Form.



Epic Weed
You always make the best stuff. Granted it's cause you lace your potions with Dire Bear sex hormones, but still...
Prerequisites: Meister Herbalist, Craft (Alchemy) 24 ranks
Benefits: Any potion you make also gives the Drinker a +4 Alchemical Bonus to Strength for (your effective character level) rounds, in addition to it's normal effects. The Strength Bonus lasts as long as the



Epic Wuv
"Must....fetch...tuuuuuuuunaaaa..."
Prerequisites: Kitty Wuvs Dwagon, Diplomacy 18+ ranks, Cha 25
Benefits: You may now cast Charm Monster at will as a Supernatural ability.


Epic Yowler
Your singing makes the humans put down their shoes, and start reaching for crossbows...or they would if they were still living.
Prerequisites: Yowling Doom, Perform (Yowling) 24 ranks, Cha 24
Benefits: When using your Yowling Doom ability, you now do 1d6 Sonic damage per character level in a 40' area. Anything inside that area is pushed outside it.



Hi Uncle Bob
Uncle Bob always bales you out of trouble.
Prerequisites: They Were Mean to Me Daddy!, Cat Burglar Level 25
Benefits: In Kitty form you may cast the spell Summon Monster IX as a supernatural ability once per day. You may only use it to summon an Advanced Leonal (i.e. Uncle Bob). Uncle Bob is a Leonal with Hit Dice equal to (yours-2).


I R The Cat Empurrur
You are a King amongst kitties.
Prerequisites: Aura of Nobility, Diplomacy 20 ranks, Cha 20
Benefits: You may cast the spell Greater Command at will as a spupernatural ability.



Mistress of the Toadie Frogs
"TO ME MAH EVIL MINYUNS!!"
Prerequisites: Summon the Toadie Frogs, Knowledge (Things Man Was Not Meant To Know) 20 ranks, Cha 20
Benefits: When using your Summon the Toadie Frogs ability you now Summon 2d4 Mud Slaad with the Pseudonatural Template, and 10 minutes later 1d4 Gray Slaad with 12 HD and the Psuedonatural Template appear. 10 minutes after that an 18 HD Death Slaad with the Supernatural Template appears. They now stay for 10 minutes per level, and are summoned with maximum hit points per die.



Vampire Kitteh
People really shouldn't leave their kids alone with you...
Prerequisites: Dark Soul Kitty, Knowledge (Arcane) 20 ranks
Benefits: You are now immortal, and are immune to aging effects. You no longer need to eat the souls of innocents to keep yourself young, but can still do it to temporarily gain power. When using your Steal Breath ability you may now optionally increase your caster level by +2 for 1 hour.


Vampire Lord
"Will you keep the corpses locked in the funeral home! Every time the cats get in there all hell breaks loose!"
Prerequisites: VAMPIRES! VAMPIRES EVERYWHERE, Cha 24
Benefits: Despite the name of the ability, you are now considered a friend of all undead, and unless you specifically attack them, they will never attack you (you are effectively invisible to Mindless Undead unless you attack them). Vampires and Vampire Spawn also take a -2 penalty on all Saving Throws against spells cast by you.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Collar of Holding
Price (Item Level): 750 GP
Body Slot: Throat
Caster Level: 9th
Aura: Moderate; (DC:19) Conjuration
Activation: Swift (command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. It acts in all ways as a Bag of Holding with some exceptions. By touching something and speaking the command word (or meow, it has 2 separate command words, on in Common, one in Cat) whatever you touch is teleported and held inside the collar. Most Cat Burglars use this for keeping a set of clothes and some sparse equipment with them, or to steal things if necessary. The collar can hold a maximum of 63 pounds, and a a maximum volume of 8 square feet.
Prerequisites: Craft Wondrous Item, Leomund's Secret Chest
Cost to Create: 375 GP, 1 day, 15 XP


Dead Fish Bomb
Price (Item Level): 9,000 GP
Body Slot:- (Carried)
Caster Level: 13th
Aura: Strong; (DC:22) Evocation
Activation: Swift (command)
Weight: -

This appears to be a dead fish or other small animal or piece of food that a feral cat might be carrying in it's mouth. It will not withstand close scrutiny if taken from the cat however as it does not feel real (it's rubbery), and it is in fact a bomb that detonates upon the Cat Burglar's meowed command (well okay it detonates from 1 round to 1 minute later depending on how you set it). Upon detonation it has both the effects of a Delayed Blast Fireball and a Stinking Cloud as cast by a 13th level caster.

Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, Delayed Blast Fireball, Stinking Cloud
Cost to Create: 4,500 GP, 5 days, 180 XP


Collar Armor
Price: +1 Bonus
Body Slot: Throat as a Collar, Body when in use
Caster Level: 13th
Aura: Strong; (DC:21) Transmutation
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of Light or Medium armor sized and made for you in kitty form. When it is meowed again the armor retreats into the collar.
http://jeffdeboer.com/Galleries/CatsandMice/tabid/77/Default.aspx

Prerequisites: Craft Magic Arms and Armor, Ironwood
Cost to Create: Varies


Collar of Sneakery Blackmail
Price (Item Level): 1000 GP
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:17) Illusion and Divination
Activation: Swift (command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. 3 times per day the wearer can activate it and it will record events in front of the PC for 10 minutes. A second command word replays the recording at will. Think of it as a neat little video camera. The command word is a particular meow while in kitty form.

Prerequisites: Craft Wondrous Item, Major Image, Clairaudience/Clairvoyance
Cost to Create: 500 GP, 20 XP, 1 day


Flea Collar
Price (Item Level): 16,000 GP
Body Slot: Throat
Caster Level: 7th
Aura: moderate; (DC:17) Abjuration
Activation: -(continuous when worn)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. When worn, the wearer gains the benefit of a Repel Vermin spel as though cast by a 7th lvel Druid (however the duration is continuous while worn). Vermin are common in areas where Cat Burglars sneak into, and this keeps them away.

Prerequisites: Craft Wondrous Item, Repel Vermin
Cost to Create: 8000 GP, 320 XP, 8 days


Fly Collar
Price (Item Level): 17,000 GP
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:17) Transmutation
Activation: Swift (command) and Continuous (see description)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. 3 times per day the wearer can activate it and gain the benefit of a Fly spell. He also gains the benefit of a Feather Fall spell for as long as he wears the collar. The command word is a particular meow while in kitty form. When activated a small red cape unfurls from the collar.

Prerequisites: Craft Wondrous Item, Feather Fall, Fly
Cost to Create: 8500 GP, 340 XP, 9 days


Scratching Post
Price (Item Level): 2000 GP (+1), 8000 GP (+2), 18000 GP (+3), 32000 GP (+4), 50000 GP (+5)
Body Slot: - (Carried)
Caster Level: 5th/8th/12th/16th/20th
Aura: Faint/Moderate/Strong/Strong/Strong; (DC:18) Transmutation
Activation: Standard (manipulation)
Weight: -

This appears to be an ordinary scratching post made for cats. Any being with claws as natural weapons that scratches the post as a Standard action receives the benefit of Greater Magic Fang. Caster level depends on the bonus given, can be used 3 times per day.

Prerequisites: Craft Wondrous Item, Greater magic Fang
Cost to Create: +1: 1000 GP, 40 XP, 1 day; +2: 4000, 160 XP, 4 days; +3: 9000 GP, 360 XP, 9 days; +4: 16000 GP, 640 XP, 16 days; +5: 25000 GP, 1000 XP, 25 days


Tent Collar
Price (Item Level): 6,000 GP (10th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:17) Evocation
Activation: Swift (command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. Once per day you can command it to become a Leomund's Tiny Hut, as per the spell of the same name. The command word can be a particular meow in kitty form. Beloved by rural Cat Burglars everywhere. There is also a one person collar sized for a single cat. It retails for 500 GP.


Prerequisites: Craft Wondrous Item, Leomund's Tiny Hut
Cost to Create: 3000 GP, 240 XP, 3 days


Catnip Mousie
Price (Item Level): 16000 GP
Body Slot: - (Carried)
Caster Level: 5th
Aura: Faint; (DC:18) Transmutation
Activation: Standard (manipulation)
Weight: -

This appears to be an ordinary catnip mouse made for cats. 3 times per day when munched on by a feline (or someone in Kitty Form) it gives the muncher the benefits of a Haste spell.

Prerequisites: Craft Wondrous Item, Haste
Cost to Create: 8000 GP, 320 XP, 8 days


Bad Trip Catnip Mousie
Price (Item Level): 10000 GP
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Transmutation
Activation: Standard (manipulation)
Weight: -

This appears to be an ordinary catnip mouse made for cats. 3 times per day when munched on by a feline (or someone in Kitty Form) it gives the muncher the benefits of Frenzy (Complete Warrior page 34). Commonly used as a method of asassinating noblemen with a preference for cats.

Prerequisites: Craft Wondrous Item, Bestow Curse
Cost to Create: 200 GP, 670 XP, 5 days


Boots of Man
Price (Item Level): 12,000 GP
Body Slot: Feet
Caster Level: 3rd
Aura: Faint; (DC:16) Transmutation
Activation: - (Use Activated)
Weight: -

These appear to be perfectly ordinary boots until slipped on the feet of an animal. While worn these allow the animal to stand upright, and allows the use of some skills which would normally be impossible for the animal.

Prerequisites: Craft Wondrous Item, must be able to cast second level spells, one of which must be a Transmutation spell
Cost to Create: 6000 GP, 6 days, 240 XP

Gloves of Man
Price (Item Level): 12,000 GP
Body Slot: Feet
Caster Level: 3rd
Aura: Faint; (DC:16) Transmutation
Activation: - (Use Activated)
Weight: -

These appear to be perfectly ordinary gloves until an animal or being without functional hands slip them on. These gloves allow them to fnction as if they had hands.

Prerequisites: Craft Wondrous Item, must be able to cast second level spells, one of which must be a Transmutation spell
Cost to Create: 6000 GP, 6 days, 240 XP



Hairball Grenade
Price (Item Level): 300 GP
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: Swift (command)
Weight: -

This one shot item appears to be a cat hairball. When the command word is given (a choking sound that may be done as a human or kitty), it explodes duplicating the effects of a Cloud of Bewilderment.

Prerequisites: Craft Wondrous Item, Cloud of Bewilderment
Cost to Create: 150 GP, 6 XP, 1 day



Dander Bomb
Price (Item Level): 6,000 GP
Body Slot: - (Carried)
Caster Level: 15th
Aura: Strong; (DC:23) Evocation
Activation: Swift (command)
Weight: -

This appears to be a really, really big cat hairball. When the command word is given (again, a choking sound), it explodes duplicating the effects of a Dander Explosion spell. Much like the Hairball Grenade it is a one use item.
Prerequisites: Craft Wondrous Item, Dander Explosion
Cost to Create: 3000 GP, 120 XP, 3 days


Breathing Collar
Price (Item Level): 6,000 GP
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC:18) Transmutation
Activation: - (Use activated)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it the owner does not need to breathe. Favored by Plane traveling or underwater Cat Burglars, or by the Sons of Pinky (who often wear them so dozens of them can be carried in a Bag or Collar of Holding).

Prerequisites: Craft Wondrous Item, Water Breathing
Cost to Create: 3000 GP, 120 XP, 3 days


Mousie Collar
Price (Item Level): 1000 GP
Body Slot: Throat
Caster Level: 1st
Aura: Faint; (DC:16) Conjuration
Activation: Swift Action (Command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can summon a Dire Rat once per day or a regular rat 3 times per day as a Supernatural ability. This otherwise works like Summon Nature's Ally I. Perfect to help your disguise when someone wonders what a cat is doing in the treasury vault (just chase the rat). Or save the King's daughter from that mean ole Dire Rat.

Prerequisites: Craft Wondrous Item, Summon Nature's Ally 1
Cost to Create: 500 GP, 20 XP, 1 days


Tank Collar
Price: +1 Bonus (+ an additional 50 GP)
Body Slot: Throat as a Collar, Body when in use
Caster Level: 13th
Aura: Strong; (DC:21) Transmutation
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of Heavy armor sized and made for you in kitty form. When it is meowed again the armor retreats into the collar. The Armor has a seat and wand mounted on the back. This seat is usually occupied by an Awakened Mouse partner with the skill or power to use the wand who functions as a sort of Defensive gunner while the Cat Burglar goes about his business. Remember to include the cost of the Wand when making the collar. When the wand is empty it may be swapped out for another wand if it cannot be recharged.

Prerequisites: Craft Magic Arms and Armor, Ironwood
Cost to Create: Varies


The Collar of Furious Furry Furies
Price (Item Level): 4000 GP
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC:16) Transmutation
Activation: - (Use -Activated)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. While wearing this collar you are considered to have the Intimidating Rage and Instantaneous Rage Feats. If you have both Feats the collar is of no use to you.

Prerequisites: Craft Wondrous Item, Intimidating Rage, Instantaneous Rage
Cost to Create: 2000 GP, 80 XP, 2 days


Feathered Hat
Price (Item Level): 16000 GP
Body Slot: Head
Caster Level: 3rd
Aura: Faint; (DC:18)
Activation: - (Use -Activated)
Weight: -

This is a wide brimmed hat with a feather plume in the band. It sticks to your head when worn, never gets dirty, and mends itself if torn. While wearing it you gain +4 Cha. While the hat does stick to your head and will not fall off, the force is not strong enough to prevent it from being removed by an opponent who grabs it and pulls.

Prerequisites: Craft Wondrous Item, Eagle's Splendor, Prestidigitation
Cost to Create: 8000 GP, 320 XP, 8 days


Dog Collar
Price (Item Level): 1000 GP
Body Slot: Throat
Caster Level: 1st
Aura: Faint; (DC:16) Conjuration
Activation: Swift Action (Command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can summon a Dog once per day as a Supernatural ability. This otherwise works like Summon Nature's Ally I. Perfect to get yourself adopted when the mean ole' doggie chases the poor little kitten into the princess' arms and the guards have to shoo the dog away.

Prerequisites: Craft Wondrous Item, Summon Nature's Ally 1
Cost to Create: 500 GP, 20 XP, 1 days



Cute Widdle Bowsies
Price (Item Level): 4000 GP
Body Slot: -
Caster Level: 3rd
Aura: Faint; (DC:17) Transmutation
Activation: - (Use-activated)
Weight: -

These appear to be pretty little bows that can be attached to any magic item that is worn on the body. While wearing them you can select 1 piece of clothing or personal item per point of charisma modifier. These selected items remain on you when you switch to Kitty Form and in the case of Magic Items, continue to function. Switching items can only be done in human form, and is a Swift Action.

Prerequisites: Craft Wondrous Item, Kitty Form (Tiny)
Cost to Create: 2000 GP, 80 XP, 2 days


Smoked Fish Bomb
Price (Item Level): 300 GP
Body Slot:- (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Conjuration
Activation: Swift (command)
Weight: -

This appears to be a smoked fish or piece of jerky that you've snitched from someone. It will not withstand close scrutiny if taken from the you however as it does not feel real (it's rubbery), and it is in fact a bomb that detonates upon the Cat Burglar's meowed command (well okay it detonates from 1 round to 1 minute later depending on how you set it). Upon detonation it has the effects of a Fog Cloud spell. This is a one use item.

Prerequisites: Craft Wondrous Item, Fog Cloud
Cost to Create: 150 GP, 1 days, 6 XP


Dead Present
Price (Item Level): 200,000 GP
Body Slot:- (Carried)
Caster Level: 15th
Aura: Strong; (DC:23) Enchantment
Activation: Continuous
Weight: -

Some cats indulge in a bizarre behavior cat lovers refer to as 'paying the rent'. They kill small animals and bring them to their owners. You take advantage of this with this item, which appears to be the corpse of a small animal, typically a rodent, snake, or bird. A corpse that no one who fails their Willpower Save (DC:22) will approach. This is identical in effect to the Antipathy spell, except that you are immune to it's effects.

Prerequisites: Craft Wondrous Item, Antipathy
Cost to Create:100,000 GP, 100 days, 4000 XP


Whoopin' Collar
Price (Item Level): 24,000 GP
Body Slot: Throat
Caster Level: 9th
Aura: Faint; (DC:24) Transformation
Activation: Swift (Command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can cast Nightstalker's Transformation 3 times per day.


Prerequisites: Craft Wondrous Item, Nightstalker's Transformation
Cost to Create: 12,000 GP, 12 days, 480 XP


Jabba Collar
Price (Item Level): 2000 GP
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC:17) Transmutation
Activation: Swift (Command)
Weight: -

This appears to be an ordinary necklace in human form, and a cat's collar while you are in Kitty Form. The command word can be a particular meow in kitty form. While wearing it you can cast Whispering Wind 3 times per day, and cast Message at will.


Prerequisites: Craft Wondrous Item, Message, Whispering Wind
Cost to Create: 1000 GP, 1 days, 40 XP


Punishment Collar
Price (Item Level): 132,000 GP
Body Slot: Throat
Caster Level: 11th
Aura: Moderate; (DC:21) Enchantment
Activation: -(use activated)
Weight: -

This appears to be a thick, black collar. When placed around an individuals neck it has the effect of a Geas spell, requiring him to shelter and feed all stray cats he sees for 1 year so long as they wish to stay. He must also protect them from harm. Should he refuse to do so, he will have to spend 1 year as a cat himself. Cat Burglars use this collar to punish individuals who are cruel to cats, and to ensure that someone has to put them up for the night so long as they are in kitty form. After the year is over the collar falls off. At which point it can be placed on the neck of someone else. The collar does not work for anyone who has worn it in the past.


Prerequisites: Craft Wondrous Item, Geas/Quest
Cost to Create: 66000 GP, 66 days, 2640 XP



Furniture of Hiding
Price (Item Level): 10000 GP
Body Slot: -
Caster Level: 1st
Aura: Faint; (DC:16) Transmutation
Activation: - (Use-activated)
Weight: -


Some Cat Burglars replace their "owners" furniture with Furniture of Hiding if they are spying on them long term. Anything in Kitty Form gains a +10 Competence Bonus to Hide checks while on or under this furniture (couches are particularly favored). Small Guilds can hideout in plain sight relatively easy in their own enemies house.

Prerequisites: Craft Wondrous Item, Kitty Form, Camouflage
Cost to Create: 5000 GP, 5 days, 200 XP
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Boeing Tank Collar
Price: 120,000 GP
Body Slot: Throat as a Collar, Body when in use
Caster Level: 23
Aura: Overwhelming; (DC:26) Transmutation
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of +5 Heavy Full Plate sized and made for you in kitty form that provides DR 10/Adamantine. A second meowed command extends metallic wings which allow the wearer to fly (as per the Overland Flight Spell, but duration lasts as long as you have the armor on). When the command is meowed again the armor retreats into the collar, or the wings retract. The Armor has a 4 seats (turrets really) and wands (or scepters) mounted on the back and sides. These seats are usually occupied by Awakened Mice with the skill or power to use the wands who function as Defensive gunners while the Cat Burglar goes about his business (they also provide the Mouse with Partial Cover). Remember to include the cost of the Wands when making the collar. When the wand is empty it may be swapped out for another wand if it cannot be recharged.

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Stoneskin, Overland Flight
Cost to Create: 60,000 GP, 60 days, 10,600 XP



Grizzly Tank Collar
Price: 100,000
Body Slot: Throat as a Collar, Body when in use
Caster Level: 23
Aura: Overwhelming; (DC:26) Conjuration
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of +5 Heavy Full Plate sized and made for you in kitty form that provides DR 10/-. When the command is meowed again the armor retreats into the collar. The Armor also has a small extradimensional space capable of holding up to 16 Awakened Mouse Commandos. So long as they remain in the space they are unavailable and are totally concealed. Entering or leaving the Armor is a Swift Action. If the owner of the collar is killed the troops may remain within in indefinitely if necessary.

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Stoneskin, Mordenkainen's Magnificent Mansion
Cost to Create: 50,000 GP, 50 days, 10,500 XP



Sherman Tank Collar
Price: 100,000
Body Slot: Throat as a Collar, Body when in use
Caster Level: 23
Aura: Overwhelming; (DC:26) Transmutation
Activation: Swift (command)

This appears to be a normal collar. But when the command word is meowed it morphs into a suit of +5 Heavy Full Plate sized and made for you in kitty form that provides DR 10/-. When the command is meowed again the armor retreats into the collar. The Armor has a seat and a Force Cannon (See below) mounted on the back (the Force Cannon magically resizes to fit the mount on your armor). This seat is usually occupied by an Awakened Mouse with the skill or power to use the wands who function as a Defensive gunner while the Cat Burglar goes about his business (the seat also provides the Mouse with Partial Concealment). Remember to include the cost of the Force Cannon when figuring the cost of the armor.

Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Stoneskin
Cost to Create: 60,000 GP, 60 days, 10,600 XP



Force Cannon
Price: 64,687 GP
Body Slot: -
Caster Level: 23
Aura: Overwhelming; (DC:24) Evocation
Activation: Swift (command)

This appears to be a short staff made from some sort of highly polished steel. It allows you to make use of the following spells: Orb of Force (1 charge), Force Beam* (2 charges). Both spells may be used 3 times per day as though cast with the Maximize Spell Feat.

Prerequisites: Craft Staff, Craft Epic Staff, Craft Staff, Orb of Force, Force Beam, Sudden Maximize
Cost to Create: 32,343 GP, 33 days, 10,324 XP
* New spell detailed below



Epic Collar of Holding
Price (Item Level): 372,600 GP
Body Slot: Throat
Caster Level: 23
Aura: Overwhelming; (DC:24) Conjuration
Activation: Swift (command)
Weight: -

This appears to be an ordinary Collar of Holding, and functions identically to one. However it can hold much more volume than normal. The weight limit is 1 metric ton, and volume is up to 1000 square feet. The collar weighs no more than normal.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Leomund's Secret Chest, Gate
Cost to Create: 186,300 GP, 186 days, 11,863 XP


Epic Catnip Mousie
Price (Item Level): 223,113 GP GP
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Transmutation
Activation: Standard (manipulation)
Weight: -

This appears to be an ordinary Catnip Mousie item, however it is much more potent. 3 times per day when munched on by a feline (or someone in Kitty Form) it allows the muncher to perform a Full Attack and a Full Move each round for 9 rounds.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Haste, Time Stop
Cost to Create: 111,557 GP, 11,115 XP, 112 days


Collar of Emotionally Disturbing Fun
Price (Item Level): 276,000 GP
Body Slot: Throat
Caster Level: 23
Aura: Overwhelming; (DC:21) Divination
Activation: -(use activated)
Weight: -

This appears to be a festive well decorated cats collar. Normally it has no effect, even when worn by a Cat Burglar. But Tibbit Jesters can make use of it's arcane properties in conjunction with their Jester's Performance ability. Whenever you successfully use your Jester's Performance ability to insult someone, (i.e. the abilities like Taunt, Vexing Dialogue, Scathing Wit, etc) you may choose another being within 60', and the victim of your performance believes they are the one who insulted him, and he will attempt to kill them with all due haste (In other words he will pursue them just like the Taunt ability describes). He also gains the benefits of Frenzy (Complete Warrior page 34) while attempting to kill his imaginary abuser, but the Frenzy lasts until one of them dies (or the encounter is over).

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Enrage Audience, I See What You Did There.
Cost to Create: 138,000 GP, 138 days, 11,380 XP


Fake Cat Poo
Price (Item Level): 828,000 GP
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Enchantment
Activation: Swift (Command)
Weight: -

This appears to be an enormous mound of cat poo. God alone knows what kind of cat it came from (Dire perhaps?), but nobody wants to touch it let alone clean it up. Initially appearing as an item of jewelry, when dropped upon the ground and the command word is spoken (or meowed) it covers a 5' area in a great mound of what appears to be poo. There is a Stinking Cloud Effect centered on the Fake Cat Poo, and anyone wishing to attempt to touch it to clean it up must make a DC 27 Willpower Save to do so. Anyone wishing to approach within 10' of it must make a similar Willpower Save, and if this Save is successful they must still make a second save to clean it up. The owner of the item is immune to these effects. By speaking the command word again it returns to jewelry form.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Stinking Cloud, Antipathy, Spell Focus (Enchantment), Greater Spell Focus (Enchantment)
Cost to Create: 414,000 GP, 414 days, 14,140 XP


Epic Scratching Post
Price (Item Level): 372,600 GP
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Transmutation
Activation: Standard (manipulation)
Weight: -

Once again, this appears to be an ordinary scratching post made for cats. Any being with claws as natural weapons that scratches the post as a Standard action receives the benefits of a War Kitteh spell.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, War Kitteh
Cost to Create: 186,300 GP, 11,863 XP, 186 days


Kitty Hut
Price (Item Level): 372,600 GP
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Conjuration
Activation: Swift (command)
Weight: 3 lbs.

This appears to be a normal plush kitty enclosure, the kind you see that are basically a little fluffy house with a cat bed inside. Or at least that's what you're supposed to think. On the inside it actually is a full size Mordenkainen's Magnificent Mansion along with the effects of a Mordenkainen's Private Sanctum spell.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Mordenkainen's Magnificent Mansion, Mordenkainen's Private Sanctum, Must be able to cast 9th level Conjuration spells
Cost to Create: 186,300 GP, 11,863 XP, 186 dayss


Comfy Kitty Cushion
Price (Item Level): 74,520 GP
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Evocation
Activation: Swift (command)
Weight: 1 lb.

This appears to be a normal bed or cushion made for cats, and is a popular accessory for uber wealthy Cat Burglars. Once per day any Cat Burglar sleeping on this cushion for at least 4 hours receives the benefit of any one spell from the Healing subschool of 8th level or less.

Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Miracle
Cost to Create: 32,760 GP, 10,328 XP, 33 days


Atomic Fish Bomb
Price (Item Level): 10,350 GP
Body Slot: - (Carried)
Caster Level: 23
Aura: Overwhelming; (DC:24) Evocation
Activation: Swift (command)
Weight: 1 lb.

This appears to be a particularly large and tasty looking Dead Fish Bomb. At least until it's set off....Then it duplicates the effects of a BOOM! spell cast with the Maximize Spell Feat. This is a one use item.

Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor, Craft Epic Wondrous Item, Craft Epic Magic Arms and Armor, BOOM!!, Sudden Maximize
Cost to Create: 5,175 GP, 10,051 XP, 5 days




Force Beam
Evocation (Force)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell creates a pencil thin Ray of Force. If the caster succeeds in making a ranged Touch Attack, his opponent takes 2d6 Force damage per caster level (maximum 40d6).

Focus: A small metal wand.


BOOM!
Evocation
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Area: 80' Radius Spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You create a massive explosion doing 3d6 untyped damage per 2 caster levels.

Focus: A small mushroom carving.



War Kitteh
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 round/level

Upon casting this spell you assume the form of a War Kitteh! I.E. a really big housecat of firm and meanish demeanor. You gain the following changes:

+22 Str, +8 Dex, +14 Con

A Primary Claw Attack doing 2d6 +Str Modifier, and Secondary Bite Attack doing 2d8 + half Str Modifier. A Full Attack gets you 2 Claws and 1 Bite.

Base Land and Climb Speed of 50'

Natural Armor Bonus increases by +10, and you gain a +10 Luck Bonus to AC.

Low Light Vision, Dark Vision 120', Scent

Large Size Class

Improved Grab (Ex): When you succeed in making a Claw attack you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful you may Rake.

Pounce (Ex): When you charge you may still perform a Full Attack.

Rake (Ex): When you perform a Grapple or Charge you gain 2 Rake Attacks. Your attack rolls and Damage are the same as your claw attacks.

Spell Resistance equal to your level plus your Charisma Modifier.

+8 Enhancement Bonus to Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot checks.

work in progress
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Kitty Domains



Purr Domain
Granted Power: Spells you cast that have a Radius area of effect (and have the Sonic descriptor or are Domain spells) are increased +5 ft. For example if the spell normally afects a 20' radius it now effects a 25' radius.
1:Insidious Rhythm
2:Dissonant Chant
3:Tremor
4:Battle Hymn?
5:Resonating Agony
6:Sympathetic Vibration
7:The Death Purr*
8:Earthquake
9:Implosion


Dander Domain
Granted Power: The Difficulty Class for Saving Throws against your Domain spells is +2.
1:Wall of Dander (Smoke)
2:Cloud of Bewilderment
3:Prickling Torment
4:Whelm, Mass
5:Dander Blast*
6:Overwhelm
7:Choking Dander (Cobwebs)
8:Dander Explosion*
9:Dander Tornado*


Mischief Domain
Granted Power: Add Bluff, Hide, and Move Silently to your Class Skill list.
1:Distraction
2:Baleful Transposition
3:Glibness
4:It Was the Dog
5:Phantasmal Thief
6:Mislead
7:Transfix
8:Otto's Irresistible Dance
9:Time Stop


Big Kitty Domain
Granted Power: You gain the Powerful Build ability described on page 12 of the Expanded Psionics Handbook.
1:Divine Favor
2:Bulls Strength
3:Magic Fang, Greater
4:Divine Power
5:Bite of the Weretiger
6:Tenser's Transformation
7:Giant Size
8:Leonal's Roar
9:Big Kitty*


Help! Domain
Granted Power: You cast Conjuration (Summoning) spells at +2 Caster Level.
1:Summon Monster I (Felines only)
2:Summon Monster II (Felines only)
3:Summon Monster III (Felines Only)
4:Summon Monster IV (Felines Only)
5:Summon Monster V (Felines Only)
6:Summon Monster VI (Felines Only)
7:Summon Monster VII (Felines Only)
8:Fierce Pride of the Beastlands
9:SUmon Monster IX (Leonal)
Note: I will be making feline creatures for Summon spells that have none.


Sneaky Sneakies Domain
Granted Power: Once per day you can automatically succeed on a Hide or Move Silently roll. You must choose before rolling your skill check to use this ability.
1:Disguise Self
2:Invisibility
3:Invisibility Sphere
4:Invisibility, Greater
5:False Vision
6:Mislead
7:Invisibility, Mass
8:Screen
9:Invisibility, Superior


Curiousity Domain
Granted Power: You may cast Divination Spells at +1 Caster Level.
1:Detect Secret Doors
2:Detect Thoughts
3:Clairaudience/Clairvoyance
4:Scrying
5:Prying Eyes
6:True Seeing
7:Scrying, Greater
8:Prying Eyes, Greater
9:Foresight


Begging Domain
Granted Power: You may add Bluff, Diplomacy, and Knowledge (Local) to your Class Skills.
1:Friendly Face
2:Entice Gift
3:Prayer
4:Minor Creation
5:Major Creation
6:Heroes Feast
7:Gimme A Break Here*
8:True Creation
9:Unbinding


Hissing Fury Domain
Granted Power:You are immune to Fear Effects.
1:Cause Fear
2:Scare
3:Evil Eye
4:Fear
5:Wail of Doom
6:Aura of Terror
7:Evil Glare
8:Shout, Greater
9:Power Meow Kill


Nap Domain
Granted Power:You are immune to Sleep effects.
1:Sleep
2:Daze Monster
3:Deep Slumber
4:Remove Fatigue
5:Symbol of Sleep
6:Endless SLumber
7:Hiss of Sleep
8:Power Meow Stun
9:Nappy Times*


Scamper Domain
Granted Power: You add Balance, Climb, Jump, and Tumble to your Class Skill List.
1:Expeditious Retreat
2:Spider Climb
3:Haste
4:Air Walk
5:Dimension Jumper
6:Primal Speed
7:Unicorn Heart
8:Celerity, Greater
9:Dimension Jumper, Greater


Catnip Domain
Granted Power:You gain a +2 Sacred (or Profane) Bonus against Illusion and Enchantment spells.
1:Distract
2:Delusions of Grandeur
3:Reality Blind
4:Nightmare Terrain
5:Mind Fog
6:Illusory Pit
7:Dream Sight
8:Maddening Whispers
9:Sublime Revelry


All Domain spells not in the PHB may be found here or in the Spell Compendium.



KITTY MAGIC

The Death Purr
Evocation (Sonic)
Level: Purr 7
Components: V, S
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Area: 80' Radius Spread
Duration: Concentration (maximum 1 round/2 levels)
Saving Throw: Fortitude negates
Spell Resistance: Yes


"puuuuuuuuuuuuuurrrrrrrrrrrrrrrrr"

This spell begins with you purring. This deep purr eventually begins to expand outwards and vibrate apart everything in it's area of effect. Everything within 80' must make a Fortitude Save each round the spell is maintained, with the Save DC increasing by +1 cumulatively each round. When the first Save is failed living beings are knocked prone (or begin to fall from the sky if flying) and Dazed for 1 round. When the second Save is failed opponents are Stunned 1 round and take Sonic damage equal to your Caster Level. When the third Save is failed the opponents take 10d6 Sonic Damage and are Stunned 1 round. If a fourth Save is failed they are dead. Inanimate objects and nonliving beings within the area take 5d6 Sonic damage each round the spell is maintained.


Dander Blast
Evocation
Level: Dander 5
Components: V, S. M
Casting Time: 1 Standard Action
Range: 60'
Area: Cone Shaped Burst
Duration: 1 round/level
Saving Throw: Fortitude Negates
Spell Resistance: Yes

"Eat hot, burning allergy you bastids!"

You unleash a blast of wind and fur. This is in most ways identical to the lower level spell Gust of Wind but for area and duration. The wind also blows along bursts of cat dander that provoke an allergic reaction in those within the spells area of effect. If they fail the Save to resist the wind they are also Sickened for the duration of the spell and for 2d4 rounds after.


Dander Explosion
Evocation
Level: Dander 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft + 40 ft/level)
Area: 80' Radius Spread
Duration: Instantaneous
Saving Throw: Fortitude Negates, see text
Spell Resistance: Yes

"FOOM"

There is an explosion of cat dander, centered on the hex you occupy. Everything in the Radius is Sickened and Exhausted for 5d10 rounds if it fails a Saving throw. If the Save is successful they are Sickened for 1 round, and Fatigued for 2d4 rounds. Vision is completely obscured (total concealment) in the area of the explosion of fur for the round of the spells casting, and the round afterwards. Anything in the area of effect must also make a Reflex Saving throw or be knocked prone as well. Material component is a hunk of cat fur from a large cat such as a lion or tiger.


Dander Tornado
Evocation
Level: Dander 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. = 40 ft./level)
Effect: Cyclone 10' Wide at base, 30' wide at top, and 30' tall
Duration: 1 round/ level (D)
Saving Throw: Reflex negates, see text
Spell Resistance: Yes

"Git in tha root seller maw!"

You summon a tornado that's inundated with cat dander. This is identical to the spell Whirlwind with two exceptions. First, the area of the whirlwind provides total concealment for the duration of the spell, and completely obscures vision inside it's area of effect. Second, anything within the area of effect is Sickened and Exhausted for as long as they remain within the Area of Effect plus 2d6 more rounds. if it fails a Saving throw. If the Save is successful they are Sickened for 1 round, and Fatigued for 2d4 rounds. Material component is a hunk of Dire Tiger Fur.




Big Kitty
Transmutation
Level: Big Kitty 9
Components: V, S, M
Casting Time: 1 Swift Action
Range: Personal
Target: You
Duration: 1 Minute

"Ahem...meow."

You transform into a housecat that's as big as some huts. You are now Size Class Colossal (Long). You are now Space/Reach 30 ft./20 ft. You gain +32 Str, +4 Dex, +12 Con, +12 Natural Armor Bonus, Scent, and Low Light Vision. Similarly to Kitty Form you have a Primary Claw attack doing 3d6 plus Str modifier, and a Secondary Bite attack doing 4d6 plus half Str modifier (you get 2 Claws and a Bite with a Full Attack). You also have a -8 Size Penalty to Attack rolls, and AC. You also get a +4 Circumstance Bonus on Climb, Hide, and Move Silently checks; and a +8 Circumstance Bonus on Balance and Jump checks. Base Land Speed becomes 60 ft, and you gain a Climb Speed of 60 ft. You also gain Damage Reduction 10
/-.

You also gain the following abilities:

Improved Grab (Ex): When you successfully hit with your claw attack you may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful you may establish a hold, and cn use your Rakes.

Rake (Ex): When you make a successful Grapple check or Pounce you gain two additional Rake attack (to hit and damage same as claw attacks).

Pounce (Ex): You may make a Full attack when Charging, including two Rake attacks.

Frightful Presence (Ex): When you attack or hiss all living creatures within 120' with less Hit Dice than yourself must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be Shaken 4d6 rounds. If the Save is successful they are immune to your Frightening Presence for 24 hours.

Material Component is a bit of Dire Tiger fur.





Gimme A Break Here
Universal
Level: Begging 7
Components: V, S, XP
Casting Time: 1 Standard Action
Range: See text
Target, Effect, or Area: See text
Duration: See Text
Saving Throw: None, see text
Spell Resistance: Yes

"AW COME ON!!"

You can occasionally beg a favor of the gods themselves when you're on hard times. This is in most ways identical to the Limited Wish spell, but you can only use it as a favor for yourself. For example you couldn't smite an enemy with a fireball, but you could escape with a Teleport. You can also request food, wealth, or shelter; or revealing the truth to people who have believed a falsehood about you. It's not offensive, it's a get out of trouble free card.




Nappy Times
Enchantment
Level: Nap 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. + 4o ft./level)
Area: one or more creatures within a 60' Radius burst
Duration: 1 hour/level
Saving Throw: Will Negates
Spell Resistance: Yes

"Quiet down out there!"

You know the mother of all Sleep spells. Every creature within the spells radius of effect must Save or become Unconscious for the duration of the spell. Creatures immune to sleep are not immune to this effect. If the Saving Throw is successful the victims are Stunned for 1d4 rounds instead. material component is a pinch of chamomile and kava kava herbs.




It Was the Dog
Conjuration (Creation)/Enchantment
Level: Mischief 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./level)
Effect: Cloud spreads in 20' Radius, 20' high
Duration: 1 round/level
Saving Throw: Fortitude partial, Willpower partial
Spell Resistance: No

"A silent but deadly cloud envelopes your enemies."

Choose 1 enemy within the spells range. A loud 'FRAAAAAAP' sound is heard emanating from him as a cloud of invisible gas is created centered on his hex. The invisible cloud is otherwise identical to the Stinking Cloud spell. Anyone in the cloud must also make a second Willpower Save, or believe that the being the spell is centered on is responsible for their problems for as long as they are Nauseated. Material component is a piece of rotting vegetation.



I Has A Flavor
Enchantment
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 Minutes/level
Saving Throw: Willpower negates
Spell Resistance: No

"OMG you taste like ice cream."

Anything tasting your skin/fur (i.e. perhaps by biting you), or smelling you if it has Scent, finds you addictive if it fails a Willpower Save. It will spend it's action each round licking you and doing nothing else until the spell ends. If you attack it or cast another spell on it the spell ends. If it is attacked by someone other than yourself it can defend itself. If you flee it may pursue. Hopefully you will have thought of something for when the spell runs out. Material component is a bit of food.



You Has A Flavor Too
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Creature or Object touched
Duration: 10 Minutes/level
Saving Throw: Fortitude Negates (plus see text)
Spell Resistance: No

"OMG I taste like BBQ."

Your victim becomes particularly tasty for the duration of the spell. Should anything bite him they must make a Willpower Save, or decide to concentrate exclusively on him in combat as they simply must eat him. They also gain a +1 Morale Bonus on attack and damage rolls against him. Material component is a bit of tasty food.






Do Not Want
Enchantment (Mind-Affecting, Compulsion)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Area of Effect: 20' Radius centered on you
Duration: 1 Round/level
Saving Throw: Will partial
Spell Resistance: Yes


You become incredibly intimidating for the duration of this spell. For anyone to approach closer than 10' to you they must make a Willpower Save. Otherwise they feel compelled to get as far away from you as possible for hte duration of the spell. If they succeed in the Save, they are Shaken for the duration of the spell as long as they know you are nearby (i.e. can see or hear you).


I See What You Did There
Divination [Mind-Affecting]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Living Creature
Duration: Concentration, up to 1 round level
Saving Throw: Will negates, see text
Spell Resistance: Yes

"Perhaps you'd like your wife to know about the incident with that underage Medusa last Wednesday Mr. Paddington"

You can learn bad things your opponent has done by staring intently at him. The first round you learn the nature of his most recent crime, or most embarrassing secret, i.e. something they wouldn't want their friends/family/the public to know. The second round you know the time and place it was committed. The third round you know who else was there, and what they were doing. The fourth round you pretty much have all the details you didn't already know. After that you can learn more embarrassing secrets if you wish.




Pew Pew Pew
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to 3 creatures, all of which must be within 30'
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

"lols"

You unleash 3 Rays of Force against one or more foes. The Rays are a Ranged Touch Attack, and do 5d6 damage, +1 damage per level (max of 5d6+10).




Aggressive Cat Is Aggressive
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"RAAAAAAAHHHHH!!!!"

You gain a +4 Enhancement Bonus to Attack and Damage rolls(including Grapple/Bull Rush/Trip checks), a +5 Enhancement Bonus to Fortitude Saving throws, and a +10 Competence Bonus on Intimidate checks. You also gain the Improved Grapple and Improved Unarmed Strike Feats, and +3d6 Skirmish (see Complete Adventurer page 12). Your Base Land speed increases by 10 ft. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is a Potion of Invisibility which is consumed by the casting of the spell).




Defensive Cat Is Defensive
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 Round/level (D)

"You'll never catch me."

You gain a +4 Enhancement Bonus to Dexterity, a +3 Dodge Bonus to Armor Class, a +5 Enhancement Bonus to Reflex Saving throws, and a +5 Competence Bonus on Hide, Listen, Move Silently, and Spot checks. You also gain the Mobility Feat, Evasion (see pHB page 50), Defensive Roll (PHB 51), and Improved Evasion (PHB 51). Your Base Land speed increases by 10 ft. You lose your spellcasting ability for the duration of the spell. including your ability to use spell trigger or spell completion magic items. Material component is a Potion of Invisibility which is consumed by the casting of the spell).


You Make Kitty Scared
Enchantment [Mind-Affecting, Compulsion]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. +5 ft./2 levels)
Area: 60' Spread
Duration: 1 Minute/level
Saving Throw: Will Negates
Spell Resistance: No

"Hep meeeeeeeeeee!"

This spell must be cast while in Kitty Form, or while you are being attacked/threatened/being targeted by a spell from an opponent at least 2 Size classes bigger than yourself. All beings in the area of effect must make a Willpower Save or be enraged at your opponent for scaring the poor defenseless Kitty. They will do whatever is necessary to protect you from him, including attacking, even if the opponent is obviously out of their league. They will continue to attack even if you flee the area to "buy you time". Once they are at half or hit points or less they get another save to break out of the spell.




Detect Munchies
Shamelessly copied from Draco Dei with his permission
Divination
Level: Sor/Wiz 1
Components: V, S, DF
Casting Time: 1 Standard Action
Range: 60'
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level
You detect substances you can eat or drink. This will detect living creatures but only if you have eaten such a creature before and could reasonably expect to defeat it if you faced in a battle to the death with yourself naked, weaponless and without magic or psionics, fleshed undead are detected as spoiled meat if you have ever eaten a member of that species. Thus you could theoretically detect ghouls made from humans if you have ever eaten human flesh, but skeletons or ghosts could not be detected. The amount of information revealed depends on how long you study a particular area, subject or place:
1st round: Presences or absence of food.
2nd round: Number clumps of food and tastiness of the one you like best.
3rd round: The volume and tastiness of each piece of food in area. Also gives indication if any of them are poisoned with ingested or contact poison. This is an indication for the area as a whole and not for any individual piece of food in it.
Tastiness levels:
[table][tr][td]Tastiness| Aura Strength
Spoiled| Dim
Unpalatable| Faint
Average| Moderate
Tasty |Strong
Gourmet| Extreme[/table]
4th round: The type of each piece of food. Which pieces of food, if any, are poisoned.
5th and later rounds: May make one attempt per poisoned food item to identify the poison used (See Detect Poison). You may only make one attempt per round and only one attempt for each poisoned item. Note that if you have the Alchemy skill then each attempt actually might consist of two rolls.
Note: Like all the other detect spells this one can penetrate barrier but has its limits. If the caster has been unable to obtain food for at least 2 days then double the thicknesses, or if they are within 5 days of starving to death then instead triple them





Spell originally by Norr
Death From Overcuteness!
Enchantment (Mind affecting, Death)
Level: Sor/Wiz9
Components: V, S, F
Casting Time: 1 Full Round
Range: Close
Target: One creature / 3 caster levels
Duration: Instantaneous (D)
Saving Throw: Will and Fortitude partial, see text
Spell Resistance: Yes

You are the cutest thing alive. All will fall before you.
Puss-in-boots got nothing on you. As you finish casting this spell up to 1 creature per three caster levels within range must make a willpower save or succumb to your cuteness. Upon a failed save the targets brain suffers a terminal shut-down from cuteness overdose. The target immediately dies with a look of pure bliss on its face. Upon a successful save the target fails to grasp the universal force you represent. If it fails a fortitude save it suffers 2 points of damage to its Intelligence, Wisdom and Charisma scores and is dazed for two rounds. A successful fortitude save negates the ability damage and reduces the dazed duration to one round.

Focus: a small bell and a coloured ribbon, which must be worn at the time of casting.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
THE ABOMINABLE SNOW KITTY

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/abominable.jpg)

"My name is Nubbins, an' I'm a scorpio, an' my hobbies include collecting shiny stuff, and napping, and hurtling myself thru the air at peoples faces."

You know the Saint Bernard's that some ski resorts use as rescue dogs in case of avalanches? Yeah that's you. Except your a 'lil kitty, and you also scare people away from the guilds by pretending to be the fearsome Cat-faced Yeti.

BECOMING AN ABOMINABLE SNOW KITTY
You can do this with straight Cat Burglar, but most will want to take a level of Scout or Ranger or Rogue.

ENTRY REQUIREMENTS
Class Features: Kitty Form
Feats: Lynx-Paws, Track
Skill Ranks: Knowledge (Nature) 4 Ranks, Survival 8 Ranks


Class Skills
The Abominable Snow Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, and Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each Level : 4 + int

Hit Dice: d8

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +1 +2 +0 +0 Yeti Form (Medium)<br /> 2. +2 +3 +0 +0 Improved Scent<br /> 3. +3 +3 +1 +1 Cold Resistance 5<br /> 4. +4 +4 +1 +1 Uncanny Scent<br /> 5. +5 +4 +1 +1 Yeti Form (Large)<br /> 6. +6 +5 +2 +2 Cold Resistance 10<br /> 7. +7 +5 +2 +2 Snow Swimmer<br /> 8. +8 +6 +2 +2 Dark Vision 30'<br /> 9. +9 +6 +3 +3 Cold Resistance 15<br /> 10.+10 +7 +3 +3 Yeti Form (Dire)

Weapon Proficiencies: Abominable Snow Kitties gain no new weapon proficiencies.

Yeti Form (Su): At 1st level you can become a Cat Faced Yeti once per day. This last 3 rounds plus 1 round per point of Charisma modifier. As a Cat Faced Yeti you are Medium sized and gain the following: +4 Dex, +2 Natural Armor Bonus, 2 claw attacks doing 1d4 plus Strength bonus. As with Kitty Form all equipment merges with your body and ceases to function.

At 5th level you can become a Large Cat-Faced Yeti, and you can use Yeti Form twice per day. You gain +4 Str, +2 Dex, +2 Constitution, +4 Natural Armor Bonus, Land speed increases +10 feet, 2 Claw Attacks doing 1d6 plus Strength Bonus, and Large Size.

At 10th level you can become a Dire Cat-Faced Yeti, and you can use Yeti Form 3 times per day. You gain +8 Strength, +4 Constitution, +6 Natural Armor Bonus, Land Speed increase +10 feet, 2 claw attacks doing 1d8 plus your strength bonus, Large Size, and Improved Grab and Constrict.

Improved Grab (Ex): If you successfully hit a Medium or smaller creature with your claw attack you may make a Grapple Check as a Free Acton without provoking an attack or opportunity. If Successful you may constrict.

Constrict (Ex): A successful Grapple check does 2d6 (2d8 at level 10) plus your strength modifier for as long as you maintain the hold.

All Yeti Forms gain a Climb Speed equal to half your land speed, Immunity to Cold, Snowsight (as per the spell in Forstburn), and a +12 Circumstance bonus to Hide checks in snowy areas.

Improved Scent (Ex): At 2nd level you get the Improved Scent Feat.

Cold Resistance (Su): At 3rd level you get Cold Resistance 5. This increases to 10 at level 6, and to 15 at level 9.

Uncanny Scent (Ex): At 4th level you gain the Uncanny Scent Feat.

Snow Swimmer (Su): You can move through snow like a fish swims through water, and you can see through snow and ice up to 60'. Effectively it allows you to dive into a snowbank and pull out avalanche victims easily.

Dark Vision (Ex): At 8th Level you get Dark Vision 30'.

PLAYING AN ABOMINABLE SNOW KITTY
You are both a protector of the Guilds hidden bases, and a rescuer of trapped people.
Combat: Unless your in Yeti form, avoid combat you aren't made for it. Make sure to pimp out your Yeti form with some nice Grapple Feats tho...
Advancement: Your double life usually means you'll be kind of restricted in what you do. After all people will have all those expectations of you.
Resources: You have the Guild of course. And as one of their frontline operatives you have more than the usual access to equipment.

ABOMINABLE SNOW KITTIES IN THE WORLD
"Thank god that little kitty smelled me under the snow so the rescue team could get me! Otherwise that Cat-Faced Yeti everyone talks about might've found me first!"
In your rescue operations you are well loved, especially by the peasantry. Unbenownst to all you are also charged with protecting the Guilds secret operations and are the feared Cat-faced Yeti.
Daily Life: During the day you are a rescue operations kitty. You sniff out people buried in avalanches, arrange for wood to be brought to the poor, etc. After that however you do your best to discourage anyone from approaching your Guilds secret headquarters by spreading rumor of monsters, and appearing as the mysterious and legendary CFY.
Notables: Little Samson (N Male Human Cat Burglar 2/Scout 4/Abominable Snow Kitty 6) is the head rescue cat of his division, and well loved by the local populace. Big Snuggle (CN Human Female Cat Burglar 2/Scout 4/Abominable Snow Kitty is the head Yeti. She organizes scaring the bejeebus out of locals to keep them away from the Guilds base of operations.
Organizations: The Snow Rescue Guild is made of concerned individuals in areas of heavy yearly snowfall. The Cat Burglars Guild infiltrated them early offering their services, since the semi official recognition of being a Rescuer means being able to walk into a lot of places perfectly legally they might otherwise be barred from if they were just commoners or merchants.

NPC Reaction
You are quite beloved as the magical kitties who rescue trapped people. You are very feared as the Cat Faced Yeti.

ABOMINABLE SNOW KITTIES IN THE GAME
Being a member of a rescue team and the Guild means you will be called upon to do things that may interfere with adventuring.
Adaptation: This one might be adaptable to a non silly campaign, but...
Encounters: PC's will usually encounter you as you pull them from an avalanche, or try to bluff them off as the Yeti.

Sample Encounter
EL 12: The PC's are poking through the local woods when one of them who goes off alone is ambushed by the local legend: A Cat Faced Yeti. It flees eventually but the player should be a little nervous as she can hear more of them...



Big Snuggle
CN Human Female, Cat Burglar 2/Scout 4/Abominable Snow Kitty 6
Init +3 (+4 Large Yeti, +5 Medium Yeti/Small, +6 Tiny, +7 Diminutive) Senses: Listen +4, Spot +4, Low Light Vision and Scent in Kitty Form, Snowsight in Yeti Form
Languages Common
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AC 18, touch , flat-footed (+2 Dex, +6 Armor)
AC Large Yeti 25, touch 15, flat-footed 22 (-1 Size, +3 Dex, +4 Natural, +6 Armor, +3 Deflection)
AC Medium Yeti 25, touch 17, flat-footed 21 (+4 Dex, +2 Natural, +6 Armor, +3 Deflection)
AC Small 24, touch 18, flat-footed 20 (+1 Size, +4 Dex, +6 Armor, +3 Deflection)
AC Tiny 26, touch 20, flat-footed 21 (+2 Size, +5 Dex, +6 Armor, +3 Deflection)
AC Diminutive 29, touch 23, flat-footed 23 (+4 Size, +6 Dex, +6 Armor, +3 Deflection)
hp 72 (12 HD), 84 Large
Fort +11 (+13 Large), Ref +11 (+12 Large Yeti, +13 Medium Yeti/SMall, +14 Tiny, +15 Diminutive), Will +3
Evasion, Uncanny Dodge, Battle Fortitude +1
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Speed 40 ft. (8 squares), 50 ft. in Yeti Form
Melee Large Yeti 2 Claws +13 (1d6+3)
Melee Medium Yeti 2 Claws +15 (1d4+1)
Melee Small 2 Claws +16 (1d3-1) and 1 Bite +11 (1d4-1)
Melee Tiny 2 Claws +18 (1d2-2) and 1 Bite +13 (1d3-2)
Melee Diminutive 2 Claws +21 (1 point) and 1 Bite +16 (1d2-3)
Base Atk +11, Grp +12 (+18 Large, +6 Small, +1 Tiny, -4 Diminutive)
Atk Options Yeti Form (Medium/Large, 2/day), Skirmish (+2d6, +1 AC)
Combat Gear 3 Potions of Cure Serious Wounds
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Abilities Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 15
Abilities (Large Yeti) Str 16, Dex 16, Con 16
Abilities (Medium Yeti) Str 12, Dex 18
Abilities (Small) Str 8, Dex 18
Abilities (Tiny) Str 6, Dex 20
Abilities (Diminutive) Str 4, Dex 22
SQ Purr, Trapfinding, Kitty Form, Trackless Step, Fast Movement, Cold Resistance 10
Feats Track, Lynx-Paws, Mouser, Weapon Finesse, Great Fortitude (B), Improved Scent (B), Uncanny Scent (B)
Skills Balance +6 (+11 Small, +12 Tiny, +13 Diminutive, +8 Medium, +7 Large), Bluff +10, Climb +10 (+17 Small, +18 Tiny, +19 Diminutive, +12 Medium, +11 Large), Heal +4, Hide +6 (+16 Small, +20 Tiny, +24 Diminutive), Intimidate +10, Jump +5 (+12 Small, +11 Tiny, +10 Diminutive, +12 Large), Knowledge (Geography, Local, Nature) +6, Listen +4, Move Silently +6 (+13 Small, +14 Tiny, +15 Diminutive), Search +8, Sense Motive +6, Spot +4, Survival +8, Swim +5, Use Magic Device +6
Additional +4 to Hide checks in tall grass or undergrowth
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Bracers of Armor, Ring of the Icy Soul, +3 Ring of Protection, Daern's Instant Tent, 3 Potions of Cure Serious Wounds


Mo Yeti Mo Betta
Permit me to roar at you again.
Prerequisites: yeti Form
Benefits: You may use Yeti Form one additional time per day.

Me Yeti Long Time
Okay it was bad but it's 8 am as I type this...
Prerequisites: Yeti Form
Benefits: When you use Yeti Form it lasts an additional 3 rounds.

Yeti Yodle
Arooooooooooooooooooooooooooo....
Prerequisites: Large Yeti Form
Benefits: Once per day you may let loose a mighty howl of fury. One creature within 30' must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Frightened for 1d6 rounds. If it succeeds the effect is negated.

Spreading the Legend
Don't go out there Bob. There's Yetis in them there hills.
Prerequisites: Large Yeti Form
Benefits: You may use the spell Major Image 3 times per day as a Supernatural Ability. You may only create images involving Cat Faced Yetis. For example you couldn't make an illusion of a fire by itself, but you could make an illusion of a Yeti starting one.

Yeti Munch
Nom nom nom...
Prerequisites: Dire Yeti Form
Benefits: While in Dire Yeti Form you gain a Bite doing 1d6 plus 1/2 your strength bonus as a Secondary attack.



EPIC Abominable Snow Kitty

Hit Die: d8
Skills Points at Each Level : 4 + int
Cold Resistance At level 22 and every 3 levels thereafter the Abominable Snow Kitties Cold Resistance increases by 5.
Yeti Form At level 23 and every 3 levels thereafter the Abominable Snow Kitty gains an additional daily use of Yeti Form.
Bonus Feats: The Epic Abominable Snow Kitty gains a Bonus Feat every 4 levels higher than 20th
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
AKANEKO CLAN

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/akaneko.jpg)

"The samurai killed your family? Yeah we can get revenge. It'll cost ya, but since you've touched our hearts we'll let you pay in installments."

The Akaneko (“Red Cat”) Ninja clan has devoted itself to arson.

BECOMING AN AKANEKO
The Akaneko normally begin as fire obsessed Ninjas with a level or so in Cat Burglar. The cat disguise makes it easier to get around guards looking for bad guys.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Blinding Flash (See Dragon magazine 354, page 86, it's a Ninja variant class ability)
Skills: Balance 4 ranks, Climb 4 ranks, Craft (Alchemy) 4 ranks, Disable Device 4 ranks, Jump 4 ranks, Open Lock 4 ranks
Feats: Nimble Fingers, Skill Focus: Craft (Alchemy)
Saving Throws: Base Reflex Save +6
Special: Must be born to or sponsored by a member of the Akaneko Ninja Clan


Class Skills
The Akaneko's class skills (and the key ability for each skill) are Balance, Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), and Spot (Wis)
Skills Points at Each Level : 6 + int

Hit Dice: d6

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +0 Fire Flash, Ki Power<br /> 2. +1 +0 +3 +0 Fire Resistance 5<br /> 3. +2 +1 +3 +1 Fiery Craftsman +2<br /> 4. +3 +1 +4 +1 Fire Flash<br /> 5. +3 +1 +4 +1 Fire Resistance 10<br /> 6. +4 +2 +5 +2 Fiery Craftsman +4<br /> 7. +5 +2 +5 +2 Fire Flash<br /> 8. +6 +2 +6 +2 Fire Resistance 15<br /> 9. +6 +3 +6 +3 Fiery Craftsman +6<br /> 10.+7 +3 +7 +3 Red Cat

Weapon Proficiencies: Akaneko gain no new armor or weapon proficiencies

Ki Power: Your Akaneko and Ninja levels stack for purposes of determining how many times per day you may use your Ki Power.

Fire Flash (Su): At 1st level the Akaneko can expend 1 daily use of i't Ki Power to seemingly explode in a burst of fire and light. This does 2d6 fire damage in a 10' area centered on the Akaneko, and all victims in this range must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be blinded for 1d6 rounds. Anything flammable must make a save or catch on fire.

At 4th level your fire flash damage and the area of the explosion is enhanced. You may either do 6d6 fire damage in a 10' area, or 4d6 fire damage in a 20' area.

At 7th level this increases to 8d6 fire damage in a 20' area.

Fire Resistance (Ex): The Akaneko gains Fire Resistance 5 at level 2, and this increases to 10 at level 5, and increases again to 15 at level 8.

Fiery Craftsman (Ex): At 3rd level the Akaneko gains a +2 Competence Bonus on all Craft (Alchemy) checks to make fire based items such as Alchemist's Fire, Fireworks, Smokesticks, and Tindertwigs. He may create these items despite not technically being a spellcaster. At 6th level the bonus increases to +4. At 9th level the bonus increases to +6.

Red Cat (Su): At 10th level you may change into Fiery Kitty Form. While in Kitty Form you become an Elemental with the Fire subtype. You get an additional +2 to Dexterity, Immunity to Fire, Dark Vision 60', a +3 natural Armor Bonus to AC, and all your Natural Weapons do an additional 1d4 fire damage and the opponent must make a Reflex Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or catch fire and burn for 1d4 rounds (does 1d4 damage per round).

PLAYING AN AKANEKO
Akaneko's are skilled specialists. You are part of a tradition going back a long time. A very hated tradition, but a tradition nonetheless. You can take some pride in perfecting a difficult skill.
Combat: You are not a fighter. You get in, do the job, and get out. Other people do fighting, that isn't your profession.
Advancement: Concentrate on stealth, because you definitely don't want to be caught. Not by anyone. And make sure you have something to effect your escape if you do get caught.
Resources: The Akaneko's have their clan to rely on unless they reaaally screw up bad in a public way. Arsonists tend to be pretty hated when most buildings are made of wood, and fire is hard to put out. Sometimes they simply have to go on the run if you get caught.

AKANEKO’S IN THE WORLD
"Sudo-san, I'd like to discuss the insurance policy on my business..."
The Akaneko seem like ordinary merchants until someone needs something burned down. But beyond their day job they don't really interact with people much at all.
Daily Life: The Akaneko's spend their time scrounging for the necessary materials for their trade while awaiting business. They also have regular jobs, usually fireworks makers or chemists or such.
Notables: Daizu Fukuhara (CN Male Human Cat Burglar 1/Ninja 5/Akaneko 6) is a local fireworks salesman who subsidizes his business in the off seasons by gaining revenge for the peasantry via arson. Enko Takamatsu (CE Female Human Cat Burglar 1/Ninja 5/Akaneko 6) became an Akaneko because it was the family business, but mostly to gain revenge on the Emperor for killing her grandfather.
Organizations: The Akaneko's themselves are a Ninja Clan, so they pretty much are an organization.

NPC Reaction
NPC's dislike the Akaneko's by reputation. The fires they set often do unintended collateral damage.

AKANEKO’S IN THE GAME
Arson is a pretty twitchy revenge method for a comedy campaign, but arson can be used for other things like insurance scams. Putting an insurance scam in a feudal oriental setting outta mees with the PC's.
Adaptation: This class assumes that your campaign is at least mildly mean in that there are people willing to hire arsonists often enough that one can make a living at it.
Encounters: PC's usually be hired to find how who is committing arson in a district when they meet an Akaneko, or blunder into them performing the act.

Sample Encounter
EL 12: The PC's are sleeping when one is awoken by a small cat that leaps on his bed. The cat politely asks the PC's to leave town and never come back. When the PC declines the cat explodes into flame, setting the hotel room on fire. Damn spontaneously combusting local housecats...

And then there's the "mysterious accident" at the fireworks show.


Daizu Fukuhara
CN Male Human Cat Burglar 1/Ninja 5/Akaneko 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +9, Spot +9, Low Light Vision and Scent in Kitty Form
Languages Common, Goblin
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AC 18, touch 12, flat-footed 16 (+2 Dex, +6 Armor)
AC Small 20, touch 14, flat-footed 17 (+1 Size, +3 Dex, +6 Armor)
AC Tiny 22, touch 16, flat-footed 18 (+2 Size, +4 Dex, +6 Armor)
AC Diminutive 25, touch 19, flat-footed 20 (+4 Size, +5 Dex, +6 Armor)
hp 42 (12 HD)
Fort +3, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +6
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Speed 30 ft. (6 squares)
Melee Small 2 Claws +12 (1d3-3) and 1 Bite (1d4-3)
Melee Tiny 2 Claws +14 (1d2-4) and 1 Bite (1d3-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite (1d2-4)
Base Atk +7, Grp +6 (-1 Small, -6 Tiny, -10 Diminutive)
Atk Options +1d6 Sneak Attack, +3d6 Sudden Strike, Poison Use
Combat Gear 1 Potion of Cure Serious Wounds
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Abilities Str 8, Dex 14, Con 10, Int 13, Wis 16, Cha 14
Abilities Str 4, Dex 18
Abilities Str 3, Dex 20
Abilities Str 2, Dex 22
SQ Purr, Kitty Form, Trapfinding, Great Leap, Blinding Flash (DC 15 Reflex Save or Blinded for 1 round), Ki Power 12/day, Fire Flash (DC 18), Fire Resistance 10, Fiery Craftsman +4
Feats Anklebiter, Dodge, Nekochan, Nimble Fingers, Skill Focus: Craft (Alchemy), Weapon Finesse
Skills Balance +8 (+18 Small, +19 Tiny, +20 Diminutive), Bluff +8, Climb +8 (+14 Small, +15 Tiny, +16 Diminutive), Concentration +6, Craft (Alchemy) +10, Disable Device +12, Gather Information +11, Hide +8 (+18 Small, +23 Tiny, +28 Diminutive), Jump +5 (+11 Small, +9 Tiny/Diminutive), Knowledge (Local) +7, Listen +9, Move Silently +8 (+14 Small, +15 Tiny, +16 Diminutive), Open Lock +13, Search +7, Sleight of Hand +8, Spot +9, Tumble +8, Use Magic Device +6

Additional +4 Bonus to Hide Checks in undergrowth or high grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, 4 Dead Fish Bombs, 4 Smoked Fish Bombs, +6 Bracers of Armor, 4 Blast Disks, 3 Exploding Spikes, 1 Potion of Cure Serious Wounds



EPIC AKANEKO

Hit Die: d6
Skills Points at Each Level : 6 + int
Ki Power Your Ki Power continues to increase with one additional daily use per level.
Fire Flash At level 21 and every 3 levels thereafter your Fire Flash does an additional +2d6.
Fire Resistance At level 22 and every 3 levels thereafter your Fire Resistance continues to increase by +5.
Fiery Craftsman At level 23 and every 3 levels thereafter your Bonus continues to increase by +2.
Bonus Feats: The Epic Akaneko gains a Bonus Feat every 4 levels higher than 20th.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
ARISTOCAT

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/funny-cat-picture-cat-king.jpg)

It had been many months since Karsk had keft his Orcish tribe to find work in the city. Being a half breed had made life hard there for him. Eventually he had fallen in with a rather odd Thieve's Guild in desperation because no one else would hire him. And now, here he was, in the form of a small cat in the bedroom of the King's daughter. King Leopold had been more ruthless than he had thought. It seemed he had a personal goal of killing 10 men a day. Even Karsks Orcish father hadn't been that bad. And now here he was being held by Leopold's innocent 8 year old daughter. A girl who had harmed no one. A girl who thought of him as her beloved pet and only friend in the world. A girl who would probably be slaughtered along with her parents in a few weeks when the revolution came. It was a risk but Karsk had made a plan.

"Princess. Wake up."

"Snuggles? Are you really talking?"

"Yes Princess. I'm a magical talking kitty. I..I was wondering if you'd like to sneak out some night to meet my friends."

"YEAH!"

"Good. Speak of this to no one, and be ready tomorrow night. You get some rest now."

As she went back to sleep Karsk hoped his plan would pull off. He was uncertain if he could get the Guild to adopt the King's former daughter, but he couldn't let a small child be killed for the crimes of her parents. As he faded into sleep himself he thought "Mine is a lonely and twisted life" not for the first time.


Aristocats are former members of the nobility adopted by the Cat Burglar Guilds to use to their advantage. Sometimes the Guilds overthrow evil monarchies, and reestablish embers who were unjustly deposed, or had their families killed, etc. This is good because then the Guild gets to be semi legitimate (i.e. the secret police). Sometimes they adopt the children of aristocracies they themselves have put to the sword out of pity, and raise the poor kids as their own. Just because a kids parents were evil bastards don't mean they'll turn out that way.

BECOMING AN ARISTOCAT
Aristocats begin as Aristocrats, and then become Cat Burglars.

ENTRY REQUIREMENTS
Special: Must have at least 1 level in the Aristocrat NPC class.
SKills: Bluff 4 ranks, Knowledge (Local) 4 ranks, Knowledge (History) 4 ranks, Knowledge (Nobility) 4 ranks, Gather Information (4 Ranks), Diplomacy 4 ranks
Class Abilities: Kitty Form (Tiny)
Feats: Leadership, Force of Personality


Class Skills
The Aristocat's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (History, Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each Level : 8 + int

Hit Dice: d6

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +2 Inspire +1<br /> 2. +1 +0 +3 +3 Intrigue +2<br /> 3. +2 +1 +3 +3 Improved Leadership +2<br /> 4. +3 +1 +4 +4 Inspire +2<br /> 5. +3 +1 +4 +4 Intrigue +4<br /> 6. +4 +2 +5 +5 Improved Leadership +4<br /> 7. +5 +2 +5 +5 Inspire +3<br /> 8. +6 +2 +6 +6 Intrigue +6<br /> 9. +6 +3 +6 +6 Improved Leadership +6<br /> 10.+7 +3 +7 +7 Aura of Nobility

Weapon Proficiencies: Aristocats gain no new weapon proficiencies.

Inspire (Ex): The Aristocat is so inspiring all Allies (not including herself) gain a Morale Bonus to all rolls as long as you are within 30'. The Bonus is +1 at level 1, +2 at level 4, and +3 at level 7.

Intrigue (Ex): At 2nd level the Aristocat gets a +2 Competence Bonus to all Bluff, Diplomacy, Gather Information, and Sense Motive Checks. This increases to +4 at level 5, and +6 at level 8. In addition when dealing with members of the noble classes you may always Take 10 on your Charisma Based Skill Checks.

Improved Leadership (Ex): Due to his increasing fame the Aristocats Leadership score improves by +2 at level 3, +4 at level 6, and +6 at level 9. See DMG page 106 for the effects of your Leadership Score. Even if the Aristocat has not been successful, potential followers simply believe he/she has had bad luck, or just faces impossible odds. Meaning they tend to sign up all the more.

Aura of Nobility (Su): As a Standard Action you may demand your opponents (well all of them within 30' anyway) lay down their arms and cease hostilities. If they fail a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) the fools actually do it. You have 1d6 rounds to use Diplomacy before they will raise the alarm, start fighting again, summon demons, etc. If they succeed in the Save, they are instead Shaken for 2 rounds. This ability cannot be used after fighting has begun. When using this ability successfully the Bonus from your Inspire ability increases by +2 for 6 rounds (i.e. +5 instead of +3).

PLAYING AN ARISTOCAT
You are dedicated to seeing the corrupt governments of the world fall, and seeing their members brought to justice (i.e. killed). Along with their evil minions. And perhaps their evil pets as well. Fortunately you don't have some massive chip on your shoulder to get in the way of progress for your goal...
Combat: You only fight when you have to, and always as part of a team. Stealth and misdirection are more important than brute force.
Advancement: Theoretically if your revolution is successful you could replace the government. Otherwise you may have to settle for heading the Guild.
Resources: Being former nobility there are always distant relatives you can cal upon for occasional favors (as long as you haven't faked your own death or they've figured out you're a Guild member).

ARISTOCATS IN THE WORLD
"Priscilla!!!! Oh thank the Gods we'd thought those evil cat beasts had gotten you along with your mother Queen Bile!"
Aristocats lead a double life quite frequently. They are either leading a revolution against the aristocracy, or involved in fleecing them. Either way the peasants tend to love them since they're able to do the one thing the peasants can't do: give the nobility the finger. Well so to speak.
Daily Life: Much of your time is taken up by intrigue and plotting. You spend much time leading the revolt and kissing the nobility's butt in order to gain their trust.
Notables: Princess Gwyneth (NG Human Female Aristocrat1/Cat Burglar 5/Aristocat 6) was rescued by the Guild as a small child, and now vies to reclaim her throne before her vile cousins do. The Duke of Paddington (CN Human Male Aristocrat 1/Cat Burglar 5/Aristocat 6) is the last of his line, and has rejected the life of a noble for that of a highwayman.
Organizations: Generally you usually belong to a peasant revolution of some kind, along with the Guild. The Guild doesn't mind this as in many cases it has created peasant revolutions to replace the nobility with it's members.

NPC Reaction
Governments tend to fear you. Their subjects love you however. Maybe a little too much. Their support is okay, but the constant hugging...

ARISTOCATS IN THE GAME
Being that the members of this class are former nobility they may end up hogging more limelight than normal as they'll have excess baggage (enemies). You'll need to balance that out a little.
Adaptation: This one is definitely a silly campaign class, but it might work for a campaign based on traditional fairy tales as well.
Encounters: If the PC's work for the Monarchy, they'll probably be seeing cats steal their stuff or biting them in the odd hours of night a lot. If they oppose it, small kitties may bring them the occasional potion or helpful gift...

Sample Encounter
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Princess Gwyneth
NG Human Female Aristocrat 1/Cat Burglar 5/Aristocat 6
Init +1 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +10, Spot +10, Low Light Vision and Scent in Kitty Form
Languages Common, Sylvan, Draconian
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AC 15, touch 15, flat-footed 14 (+1 Dex, +4 Deflection)
AC Small 18, touch 18, flat-footed 15 (+1 Size, +3 Dex, +4 Deflection)
AC Tiny 20, touch 20, flat-footed 16 (+2 Size, +4 Dex, +4 Deflection)
AC Diminutive 23, touch 23, flat-footed 18 (+4 Size, +5 Dex, +4 Deflection)
hp 43 hp (12 HD)
Fort +3, Ref +10 (+12 Small, +13 Tiny, +14 Diminutive), Will +11
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Rapier +7 (1d6/18-20)
Ranged +1 Light Crossbow +7 (1d8+1/19-20)
Melee Small 2 Claws +10 melee (1d3-3) and 1 Bite +5 melee (1d4-3)
Melee Tiny 2 Claws +11 melee (1d2-4) and 1 Bite +5 melee (1d3-4)
Melee Diminutive 2 Claws +12 melee (1 point) and 1 Bite +7 melee (1d2-4)
Base Atk +7, Grp +6 (+0 Small, -5 Tiny, -9 Diminutive)
Atk Options +1d6 Sneak Attack
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 17 (20 w/cloak)
Abilities Small Str 4, Dex 16
Abilities Tiny Str 3, Dex 18
Abilities Diminutive Str 2, Dex 20
SQ Trapfinding, Purr, Kitty Form, Inspire +2, Intrigue +2, Improved Leadership +4
Feats Anklebiter, Force of Personality, Jibba Jabba, Leadership, Negotiator, Weapon Finesse
Skills Appraise +10, Balance +5 (+15 Small, +16 Tiny, +17 Diminutive), Climb +5 (+11 Small, +12 Tiny, +13 Diminutive), Bluff +11 (+14 w/cloak), Diplomacy +13 (+16 w/cloak), Disable Device +6, Disguise +11 (+14 w/cloak), Forgery +10, Gather Information +11 (+14 w/cloak), Hide +9 (+19 Small, +24 Tiny, +29 Diminutive), Jump +3 (+8 Small, +7 Tiny/Diminutive), Knowledge (History, Local, Nobility) +10, Listen +10, Move Silently +9 (+15 Small, +16 Tiny, +17 Diminutive), Open Lock +4, Search +10, Sense Motive +12, Spot +10, Survival +6, Tumble +5 (+7 Small, +8 Tiny, +9 Diminutive), Use Magic Device +11 (+14 w/cloak)

Additional +4 Bonus to Hide Checks in high grass or undergrowth
Possessions +6 Cloak of Charisma, Collar of Holding, Cute Widdle Bowsies, Mask of Lies, +4 Ring of Protection, +1 Rapier, +1 Light Crossbow, 2 Potions of Cure Serious Wounds, 595 GP



EPIC ARISTOCAT

Hit Die: d6
Skills Points at Each Level : 8 + int
Inspire The Aristocat's Inspire Bonus increases by +1 at level 21, and every 3 levels thereafter.
Intrigue The Aristocat's Intrigue Bonus increases by +2 at level 22, and every 3 levels thereafter.
Improved Leadership The Aristocat's leadership score increases by +2 at level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Aristocat gains a Bonus Feat every 4 levels higher than 20th.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
BAD KITTY

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/BadKitty.jpg)

"REEEEEEEEOOOOOOOOWWWWWWWWWWRRRRR!!

You exist to scare the crap out of people and take what you want. Screw being subtle like those other cats.

BECOMING A BAD KITTY
Bad Kitties are normally Hexblades who drift into the Cat Burglar class.

ENTRY REQUIREMENTS
Class Features: Kitty Form, Dark Companion
Feats: Black Cat
Skills: Intimidate 8 Ranks


Class Skills
The Bad Kittie's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d8

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +0 +2 Black Cat (Companion Merge)<br /> 2. +1 +0 +0 +3 Boo (Fear)<br /> 3. +1 +1 +1 +3 Don't Cross My Path (1 day)<br /> 4. +2 +1 +1 +4 Black Cat (Shadow Merge)<br /> 5. +2 +1 +1 +4 Boo (Eyebite)<br /> 6. +3 +2 +2 +5 Don't Cross My Path (1 year)<br /> 7. +3 +2 +2 +5 Boo (Evil Glare)<br /> 8. +4 +2 +2 +6 Black Cat (Shadow Walk)<br /> 9. +4 +3 +3 +6 Don't Cross My Path (permanent)<br /> 10.+5 +3 +3 +7 Baaaad Kitty

Weapon Proficiencies: Bad Kitties gain no new weapon or armor proficiencies.

Black Cat (Su): At 1st level you merge with your Dark Companion, and it becomes your shadow. A living shadow that occasionally moves on its own or has glowing eyes. Any opponent within 10 ft of you takes the -2 penalty to its Saves and AC.

At 4th level you can appear to merge with any shadow you enter and become as big as it. In other words if you walked into a shadow that stretched 10' long you would appear to turn into a 10' long shadow cat with glowing eyes. This gives you total concealment while inside the shadow, and all Intimidate checks receive a +8 Circumstance Bonus. This is a Mind-Affecting Effect. Any source of bright light adjacent to you (such as a torch) will negate this effect.

At 8th level you are always under the effect of a Greater Invisibility spell when in shadow, as long as you wish to be. This means just about anywhere at night, or in dark areas during the day. Any source of bright light (such as a torch) whose range you are in negates this effect.

Boo (Su): At 2nd level you may expend a daily use of your Hexblades Curse to cast the spell Fear as a Supernatural ability.

At 5th level you may expend a daily use of your Hexblades Curse to cast Eyebite as a Supernatural ability.

At 7th level you may expend a daily use of your Hexblades Curse to cast Evil Glare as a Supernatural Ability.

Dont Cross My Path (Su): At 3rd level the effects of your Hexblades curse now afflict your victims for a full day.

At 6th level your curse now lasts for 1 full year.

At 9th level the effects of your curse are now permanent. In any case the effects can be removed by Remove Curse, Miracle, or Wish. You may also temporarily or permanently suspend it's effects if you wish (and may even make them resume after suspending them, though the subject will get another Save to resist if you do. You get one attempt to make the curse resume per day).

Baaaad Kitty (Ex): If you are killed your opponent is immediately and permanently afflicted by the spell Greater Bestow Curse. The recipient does not get a Saving Throw or Magic Resistance, and the only method of removing this curse is to return you to life or convince a deity to remove it in person.

PLAYING A BAD KITTY
You've been given a pretty raw deal in life. Everyone thought you were evil from birth because of your powers. Fortunately you also have some nice abilities to make up for it. And you pretty much use them to take what you want, and get even with anyone who ticks you off.
Combat: Bad Kitties excel at causing fear and debuffing opponents. Focus on screwing up the other side long enough for your allies to whoop them and you'll do well.
Advancement: Most Bad Kitties just do their best to accumulate the most possible power with the least amount of effort. They aren't subtle or complex.
Resources: Bad Kitties tend to band together, and you can always call on your brothers in a pinch. The Cat Burglar Guilds sometimes help out but even they find you spooky.

BAD KITTIES IN THE WORLD
"I hate them cats! Hate em! I'll choke em all someday!"
Bad Kitties are avoided, pretty much like regular Hexblades. Something about them spooks people. They spend their time keeping to themselves pretty much.
Daily Life: You get up, steal breakfast. Maybe rob a few people or do some stuff. Steal lunch. Nap. Scare a few more people before stealing dinner. When night comes then you have your real fun...
Notables: Old Evil Eye (CN Male Human Cat Burglar 1/Hexblade 5/Bad Kitty 6) is a scruffy old cat living on the west side of town. Believed to be the familiar of an Evil Witch he himself had a hand in putting down he uses the reputation to his benefit. Satan's Poptart (CE Female Elf Cat Burglar 3/hexblade 3/Bad Kitty 6) is a hell raiser and troublemaker legendary in her home city.
Organizations: Bad Kitties have no real organization. Even when they band together to help one another they pretty much fight as a mass of individuals.

NPC Reaction
Most NPC's avoid Bad Kitties or cross themselves when they so much as a see you. Being confused with the Breathsuckers occasionally doesn't help.

BAD KITTIES IN THE GAME
Bad Kitties lean towards chaotic alignments, and will tend to be disruptive. Even their allies don't trust them completely.
Adaptation: With a little adaptation this could fit into a horror campaign. Many mythological witches or monsters turn into cats.
Encounters: PC's will generally encounter a Bad Kitty as that spooky black cat crossing their path in the alley at night. Or maybe the cat that is watching them every time they look out the window. Or the one watching them sleep from the top of the dresser every morning.

Sample Encounter
EL 12: The PC's are walking down a dark alley when a yowling cat scares the crap out of them. And then curses them loudly in a human voice. And then sneaks into their room at night and wakes them up by staring at them while they are sleeping. And doing vile things to their shoes...


Old Evil Eye
CN Male Human Cat Burglar 1/Hexblade 5/Bad Kitty 6
Init +1 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +5, Spot +5, Low Light Vision and Scent in Kitty Form
Languages Common, Goblin, Sylvan
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AC 17, touch 11, flat-footed 16 (+1 Dex, +6 Armor)
AC Small 20, touch 14, flat-footed 17 (+1 Size, +3 Dex, +6 Armor)
AC Tiny 22, touch 16, flat-footed 18 (+2 Size, +4 Dex, +6 Armor)
AC Diminutive 25, touch 19, flat-footed 20 (+4 Size, +5 Dex, +6 Armor)
hp 58 (12 HD)
Fort +3, Ref +6 (+8 Small, +9 Tiny, +10 Diminutive), Will +11
Arcane Resistance +4, Mettle
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Kukri +9/+4 (1d4+1/18-20)
Melee Small 2 Claws +12 (1d3-3) and 1 Bite +7 (1d4-3)
Melee Tiny 2 Claws +14 (1d2-4)and 1 Bite +9 (1d3-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-4)
Base Atk +8, Grp +7 (+1 Small, -4 Tiny, -8 Diminutive)
Atk Options Hexblade's Curse 3/day (DC 19), Boo (Fear, Eyebite), Don't Cross My Path (1 year)
Combat Gear 4 Haste Potions, 2 Heroism Potions, 2 Displacement Potions, 2 Remove Curse Potions, 4 Cure Serious Wounds Potions, 2 Nondetection Potions
Spells Known (CL 2) 1st: Bloodletting, Catsfeet (1 spell per day)
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities Small Str 4, Dex 17
Abilities Tiny Str 3, Dex 19
Abilities Diminutive Str 2, Dex 21
SQ Purr. Kitty Form, Trapfinding, Black Cat
Feats Ability Focus (Curse), Anklebiter, Black Cat, Empower Curse, Extra Curse, Weapon Finesse (Curse Feats are from Dragon Magazine 339)
Skills Balance +4 (+14 Small, +15 Tiny, +16 Diminutive), Bluff +5, Climb +4 (+10 Small, +11 Tiny, +12 Diminutive), Concentration +4, Hide +13 (+23 Small, +28 Tiny, +33 Diminutive), Knowledge (Arcana, Local) +4, Intimidate +14, Listen +5, Move Silently +13 (+19 Small, +20 Tiny, +21 Diminutive), Search +4, Sense Motive +5, Spellcraft +4, Spot +5, Survival +13, Use Magic Device +5

Additional +4 Bonus to Hide Checks in undergrowth or tall grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Hexbands, +2 Vexing Hexburst Kukri, +4 Bladejinx Leather Armor, 4 Haste Potions, 2 Heroism Potions, 2 Displacement Potions, 2 Remove Curse Potions, 4 Cure Serious Wounds Potions, 2 Nondetection Potions, 1032 GP

Vexing and Hexburst weapon properties are from Dragon 339, Bladejinx Armor property is also from Dragon 339


EPIC BAD KITTY

Hit Die: d8
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Bad Kitty gains a Bonus Feat every 2 levels higher than 20th.


Litter Box Curse
"FRAAAAAAAP!"
Prerequisites: Kitty Form, Hexblade's Curse, Extend Curse, Curse of Failure
Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, the victim spontaneously empties his bowels anytime he hears or sees a cat within the next week. Aside from being the usual social Faux Pas, he suffers a -1 Morale Penalty on all rolls that week, increasing to -2 for 1 hour after each episode. Also, no matter how many times he "relieves" himself, there's still more to be emptied for purposes of the curse.


LOLCurse
MWUHAHA!
Prerequisites: Kitty Form, Hexblade's Curse, any Curse Feat
Benefits: Instead of the usual effect, you may expend one daily use of your Hexblade's Curse ability to cast Tasha's Hideous Laughter as a Supernatural Ability.


Allergy Curse
"ACHOOO!!!"
Prerequisites: Kitty Form, Hexblade's Curse, any 2 Curse Feats
Benefits: Instead of the usual effect, if your Hexblade's Curse is successful your victim is now permanently and violently allergic to cats. They must make a DC 15 Fortitude Save whenever a feline (or a Cat Burglar in Kitty Form) is within 60' or be Nauseated as long as they are present and for 1d6 rounds after they leave. Remove Curse will dispel this effect.


Scratching Post
Cats know you mean trouble...
Prerequisites: Kitty Form, Hexblade's Curse, any 2 Curse Feats
Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, feline's (this includes part felines like Sphinxes and Magical beings, not just animals) now hate your victim for the rest of his life, and receive a +4 Morale Bonus on all rolls made against him. Nothing will convince them to befriend him unless they are magically forced to. Remove Curse will dispel this effect.


Interspecies Attractiveness
You should avoid Frost Giant's daughters man...
Prerequisites: Kitty Form, Hexblade's Curse
Benefits: Instead of the usual effect, if your Hexblade's Curse is successful, incredibly beautiful women of any species except your own find you incredibly sexy. The further removed from your own species they are, the worse it is. For example if you are a human, a Frost Giant woman might take no for an answer. If you have been confronted with a female Aboleth however, there's trouble ahead. Your Charisma based skills have a -2 against all women not of your species as they don't view you as intelligent or worthwhile, just doable. This effect is permanent until removed by Remove Curse or a similar spell. Bad Kitties really love using this spell on Elves for some reason...

All prerequisite Feats mentioned may be found in Dragon magazine 339.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
BEAR WRASSLER

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/bearwrassler.jpg)

"Come down outta that tree and take it like a man Smokey!"

Not all Cat Burglars Guilds are purely urban. Some disguise themselves as travelling actors or circuses. The Bear Wrassler is a sideshow attraction at the Cat Burglar carnivals which involve many trained (awakened) animals, or shapeshifters. He's also cheap muscle for the Guild.

BECOMING A BEAR WRASSLER
Most Cat Burglars require a few levels of Barbarian to take this class.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Rage
Feats: Tomcat, Improved Grapple
Skills: Perform (Carny) 6 Ranks


Bear Wrassler Skills
The Bear Wrassler's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level : 4 + int

Hit Dice: d8

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +1 +2 +2 +0 Let's Wrassle! (+4)<br /> 2. +2 +3 +3 +0 Wrasslin Feat<br /> 3. +3 +3 +3 +1 Mah Momma Knew How To Snuggle<br /> 4. +4 +4 +4 +1 Let's Wrasle! (+6)<br /> 5. +5 +4 +4 +1 Wrasslin Feat<br /> 6. +6 +5 +5 +2 Mah Daddy Was The MAN!<br /> 7. +7 +5 +5 +2 Wrasslin Feat<br /> 8. +8 +6 +6 +2 Let's Wrassle! (+8)<br /> 9. +9 +6 +6 +3 Wrasslin Feat<br /> 10.+10 +7 +7 +3 Mah Grandaddy Was Part Chupacabra

Weapon Proficiencies: A Bear Wrassler gains no new weapon proficiencies.

Let's Wrassle(Ex): At first level you get a +4 Competence Bonus to all Grapple checks. This increases to +6 at level 4, and to +8 at level 8.

Wrasslin Feats: A Bear Wrassler gets a Bonus Feat from the following List at 2nd, 5th, 7th, and 9th levels: Baatorian Basher, Calico Bomb, Cheetah Rage, Clever Wrestling, Close-Quarters Fighting, Combat Expertise, Defensive Throw, Dropping the Big Yak, Eberronian Pomegranate Masacree, Faerunian Eel Lock, Fold/Spindle/Mutilate, Glom, Improved Initiative, Improved Trip, Leopard Rage, Lion Rage, Mexican Hairless Jamboree, No One Escapes the Monkey Lock, Prone Attack, Siamese Thunder Buster, Stop Hitting Yourself, Tabby Twister, The Dutch Oven Hold, The Flying Snuggle Attack, The Plastic Surgery Face Hold, The Pudding Hold, Tiger Rage, Touch of the Yeti

Mah Momma Knew How To Snuggle(Ex): You are taught the many small secret holds of your profession. The Ankle Cracker, the Stomach Lock, the Grinding Wishbone. Call the attack what you will, it's darned effective. Whenever you successfully Pin an opponent in a grapple, you do +1d10 damage per round the Pin is maintained.. If you roll a 20 on the opposed Grapple check your opponent is also Sickened for 1d4 rounds. This attack can only be made against living creatures who have a discernable anatomy.

Mah Daddy Was The MAN!(Ex): You are taught the secret throws and takedowns of your profession. The Grovenian Troutbuster, the Tiger Suplex, the Halfback Brain Squishie. Whatever it is, and however you do it, after the maneuver is performed both you and your opponent are prone, and he's the worse for wear. To do this you must make a successful Grapple check. They take 2d6 damage plus your Strength modifier, and you are both prone. If you succeed by 10 or more on the grapple check he is also Stunned 1d3 rounds and you still maintain the Grapple after the attack is made.

Mah Grandaddy Was Part Chupacabra (Su): You add your Charisma modifier to all grapple chacks, and to all damage rolls made by grapple attacks.

PLAYING A BEAR WRASSLER
Make sure to specialize in grappling as it's what you'll be doing (and god knows when that bear your wrasslin will decide to get uppity). At the appropriate level you may wish to take the Leadership Feat so you can have an Awakened Bear Cohort.....Or maybe you'll wish to take a few Charisma based skills and the Jibba Jabba Feat to do the prematch wrasslin interview in style..
Combat: Your a grapple monkey pure and simple. You find a target, latch on, and do some damage. If you have the Bear Cohort you even get to double team...
Advancement: Your goal is to someday open your own carnival or Bear Wrasslin' school most likely. After all there's no retirement plan in your job..
Resources: You rely on the carnival for resources (meager as they are) or steal your own. When traveling you can rely on your brother Bear Wrasslers to put you up for the night if you encounter them.

BEAR WRASSLERS IN THE WORLD
"OMG that cats wrasslin' a bear! OMG he's leaped off the stage! OMG he's wrasslin' Bob! OMG He's taken Bob's coinpurse!"
Most people believe your a magical carnival animal that performs tricks and wrestles larger creatures for their amusement. The unlucky few who owe your guild money know what the backside of your paw looks like though.
Daily Life: You spend your days performing tricks for the rubes, and your nighte beating the more unfortunate ones senseless.
Notables: Molly aka "Fuzzy Thunder" (CG Gnome, Female, Cat Burglar 3/Barbarian 3/Bear Wrassler 6) is a newcomer on the circuit. She has wowed many an audience of late, and may compete in the World Championship Kittie Wrasslin circuit this year.
Organizations: Bear Wrasslers are rarely more organized than simple wandering carnivals. They recognize each other as brothers though, and will help each other out in time of need.

NPC Reaction
Most people aren't too keen on being beaten up by a cat when they refuse to pay the money they owe. On the other hand you're loved by the crowds. You may even have a small measure of fame.

BEAR WRASSLERS IN THE GAME
Your prolly gonna give Awakened Cats (and Bears) and carnivals a bad name. Other than that you shouldn't be too disruptive to add to a campaign.
Adaptation: Personally I think this class is a little more out there than the others. This is definitely a humor campaign only.
Encounters: Usually PC's will only encounter members of this class if they see their act, or the carnival has some 'bidness' with them...

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Give the encounter level and description of a sample member of this class and a stat block for him/her.

Molly ("Fuzzy Thunder")
CG Female Gnome Barbarian 3/Cat Burglar 3/Bear Wrassler 6
Init +1 (+2 Tiny, +3 Diminutive), Senses: Listen +4, Spot +4, Low Light Vision, Scent in Kitty Form
Languages Common, Gnome
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AC 22, touch 12, flat-footed 21 (+1 Size, +1 Dex, +10 Armor)
AC Raging 20, touch 10, flat-footed 19 (-2 Rage, +1 Size, +1 Dex, +10 Armor)
AC Tiny 24, touch 14, flat-footed 22 (+2 Size, +2 Dex, +10 Armor)
AC Tiny Raging 22, touch 12, flat-footed 20 (-2 Rage, +2 Size, +2 Dex, +10 Armor)
AC Diminutive 27, touch 17, flat-footed 24 (+4 Size, +3 Dex, +10 Armor)
AC Diminutive Raging 25, touch 15, flat-footed 22 (-2 Rage, +4 Size, +3 Dex, +10 Armor)
+4 Dodge Bonus against Giants
hp 81 hp (12 HD), 105 hp Rage
Fort +11 (+13 Rage), Ref +10 (+11 Tiny, +12 Diminutive), Will +4 (+6 Rage)
+2 on Saves vs Illusions, Uncanny Dodge, Evasion
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Speed 30 ft. (6 squares), 20 in Armor
Melee 2 Claws +13 melee (1d3+2) and 1 Bite +8 melee (1d4+1)
Melee Raging 2 Claws +15 melee (1d3+4) and 1 Bite +10 melee (1d4+2)
Melee Tiny 2 Claws +12 melee (1d2+1) and 1 Bite +7 melee (1d3)
Melee Tiny Raging 2 Claws +14 melee (1d2+3) and 1 Bite +9 melee (1d3+1)
Melee Diminutive 2 Claws +11 melee (1 point) and 1 Bite +6 melee (1d2)
Melee Diminutive Raging 2 Claws +13 melee (3 points) and 1 Bite +8 melee (1d2+1)
Melee Unarmed Strike +13/+8 melee (1d10+2)
Melee Raging Unarmed Strike +15/+10 melee (1d10+4)
Melee Tiny Unarmed Strike +12/+7 melee (1d8+1)
Melee Tiny Raging Unarmed Strike +14/+9 melee (1d8+3)
Melee Diminutive Unarmed Strike +11/+6 melee (1d6)
Melee Diminutive Raging Unarmed Strike +13/+8 melee (1d6+2)
Ranged: +1 Sling +13/+8 (1d3+1+2d6 Fire)
Base Atk +11, Grp +21 (+23 Raging, +20 Tiny, +22 Tiny Raging, +19 Diminutive, +21 Diminutive Raging)
Atk Options +1 on attack rolls vs Kobolds and Goblinoids, Rage 2/day, Mah Momma Knew How To Snuggle, Mah Daddy Was The Man, Lets Wrassle
Combat Gear 4 Potions of Cure Serious Wounds, 1 Potion of Neutralize Poison, 1 Potion of Heroism, 2 Potions of Haste
Spell-Like Abilities (CL 1,DC 13) Dancing Lights, Ghost Sound, Prestidigitation, Speak w/Animals (Burrowing mammals only, duration 1 minute)
-----------------------------------------------
Abilities Str 14 (18 Rage), Dex 13, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
Abilities Tiny Str 12 (16 Rage), Dex 15, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
Abilities Diminutive Str 10 (14 Rage), Dex 17, Con 14 (18 Rage), Int 8, Wis 10, Cha 16
SQ Fast Movement, Illiteracy, Trap Sense +1, Trapfinding, Purr, Kitty Form
Feats Improved Grapple, Improved Unarmed Strike, Superior Unarmed Strike, Anklebiter, Tomcat, Clever Wrestling (B), Close Quarters FIghting (B)
Skills Balance +5 (+13 Kitty, +14 Tiny, +1 Diminutive), Climb +9 (+13 Kitty, +14 Tiny, +15 Diminutive), Escape Artist +5 (+6 Kitty, +7 Tiny, +8 Diminutive), Hide +5(+9 Kitty, +10 Tiny, +11 Diminutive), Intimidate +7, Jump +6 (+14 Kitty, +15 Tiny, +16 Diminutive), Listen +4, Move Silently +4 (+9 Kitty, +10 Tiny, +11 Diminutive), Perform (Wrasslin) +6, Spot +4, Survival +3, Tumble +5 (+6 Kitty, +7 Tiny, +8 Diminutive)

Additional +4 to hide checks in heavy undergrowth, additional +2 to Str based skills when Raging
Possessions Collar of Holding, Cute Widdle Bowsies, +5 Breastplate, Daern's Instant Tent, Explosive Sling, Tan Bag of Tricks, 4 Potions of Cure Serious Wounds, 1 Potion of Neutralize Poison, 1 Potion of Heroism, 2 Potions of Haste, 300 GP



Trademark Feats

No One Escapes the Monkey Lock! (Trademark)
It is unwise to grapple you....
Prerequisites: Mah Momma Knew How to Snuggle
Benefits: You have a +4 Circumstance bonus to maintain holds while grappling, but opponents outside the grapple get a +2 Circumstance bonus on their attack rolls to hit you.

Fold, Spindle, Mutilate (Trademark)
Your finishing maneuver is incredible gruesome..
Prerequisites: Mah Momma Knew How to Snuggle
Benefits: When using your Mah Momma Knew How to Snuggle attack, your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice plus your Charisma modifier) or take 1 point of Constitution damage. THis is a Supernatural ability.

The Flying Snuggle Attack (Trademark)
Banzai!!
Prerequisites: Mah Momma Knew How to Snuggle, Glom
Benefits: When you perform a Grapple after a Bull Rush or Charge, you get a cumulative +1 bonus to the Grapple check for each 5' you traveled. This allows you to make a Grapple Attack at the end of a Charge as well.

The Plastic Surgery Face Hold (Trademark)
Not in the face!!!!!!!!!!!!
Prerequisites: Mah Momma Knew How to Snuggle
Benefits: You wrap yourself around your victims face blinding him. When using your Mah Momma Knew How To Snuggle attack your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice, plus your Charisma modifer) or be Blinded for as long as you maintain the hold. This is a Supernatural ability.

The Dutch Oven Hold (Trademark)
Bad Kitty!!!!!!!!!!
Prerequisites: Mah Momma Knew How to Snuggle
Benefits: When using your Mah Momma Knew How To Snuggle attack your opponent must make a Reflex Save (DC is 10 plus half your Hit Dice, plus your Charisma modifer) or be Sickened for as long as you maintain the hold. This is a Supernatural ability.


Touch of the Yeti (Trademark)
Soooooo cooold....
Prerequisites: Any 2 other Trademark Feats
Benefits: When using your Mah Momma Knew How to Snuggle attack it does Cold damage instead of physical. This is a Supernatural ability.

Faerunian Eel Lock (Trademark)
It's quite shocking....
Prerequisites: Any 2 other Trademark Feats
Benefits: When using your Mah Momma Knew How to Snuggle attack it does Electricity damage instead of physical. This is a Supernatural ability.

The Pudding Hold (Trademark)
Eeeeewwwwww...
Prerequisites: Any 2 other Trademark Feats
Benefits: When using your Mah Momma Knew How to Snuggle attack it does Acid damage instead of physical. This is a Supernatural ability.

Tabby Twister (Trademark)
He's gonna walk with a limp from now on...
Prerequisites: Mah Daddy Was the Man
Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or his movement is halved for 1 day. This is a supernatural ability. A Heal or Regeneration Spell or similar magic will cure this immediately.

Calico Bomb (Trademark)
Is his neck supposed to be at that angle???
Prerequisites: Mah Daddy is the Man
Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or take 1d4 Dexterity Damage as well. This is a Supernatural ability.

Mexican Hairless Jamboree (Trademark)
Nothing says fear like a hairless cat wearing a Luchadore mask performing this maneuver...
Prerequisites: Mah Daddy is the Man
Benefits: When using your Mah Daddy is the Man attack you may move your opponent to any square bordering the one you are in.

Dropping the Big Yak (Trademark)
Ow....
Prerequisites: Mah Daddy is the Man, Defensive Throw
Benefits: If your foe charges you and you may attempt a grapple check as a free action without provoking an attack of opportunity. If successful you may use your Mah Daddy Was the Man class feature. In addition to the regular damage he also takes +1d6 damage for each Size Class he is bigger than you. You get to do this before he attacks, and he loses his attack this round.

Eberronian Pomegranate Masacree (Trademark)
Hope he didn't need to use that brain...
Prerequisites: Mah Daddy is the Man
Benefits: When using your Mah Daddy is the Man attack, your opponent must also make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma modifier) or take 1d4 Intelligence Damage as well. This is a Supernatural ability.

Baatorian Basher (Trademark)
He's on fire!!!
Prerequisites:Any 2 other Trademark Feats
Benefits: When using your Mah Daddy is the Man attack it does Fire damage instead of physical. This is a Supernatural ability.

Siamese Thunder Buster (Trademark)
Darn those Siamese...
Prerequisites: Any 2 other Trademark Feats
Benefits: When using your Mah Daddy is the Man attack it does Sonic damage instead of physical. This is a Supernatural ability.

Glom
It's easier to grab people when you barrel into them...
Prerequisites: Improved Bull Rush, Improved Grapple
Benefits: If you make a successful Bull Rush attack you may immediately make a Grapple check as a free action without provoking an attack of opportunity. Your grapple check gets a +2 Competence Bonus for every 5 feet you push your opponent back.


EPIC BEAR WRASSLER

Hit Die: d8
Skills Points at Each Level : 4 + int
Let's Wrassle The Epic Bear Wrassler's Competence Bonus to Grapple checks improves by +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Bear Wrassler gains a Bonus Feat every 3 levels
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
BIG KITTY

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/jaba.jpg)

"I'm not fat, I'm big boned!!"

Sometimes the Cat Burglar Guilds extend into rural areas. Very rural areas. Or zoos.

BECOMING A BIG KITTY
Most Big Kitties are Cat Burglars who have specialized in a non traditional niche.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (SR vs Alignment Detection)
Feats: Cattitude, Improved Toughness
Skills: Intimidate 4 Ranks, Open Locks 8 Ranks


Class Skills
The Big Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d8

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +2 +0 +0 Kitty Form (Medium)<br /> 2. +1 +3 +0 +0 Multiattack<br /> 3. +2 +3 +1 +1 Pounce<br /> 4. +2 +4 +1 +1 Kitty Form (Large)<br /> 5. +3 +4 +1 +1 Improved Multiattack<br /> 6. +4 +5 +2 +2 Improved Grab<br /> 7. +5 +5 +2 +2 Mighty Roar<br /> 8. +5 +6 +2 +2 Kitty Form (Big Boned)<br /> 9. +6 +6 +3 +3 Rake<br /> 10.+7 +7 +3 +3 Fat Cat

Weapon Proficiencies: Big Kitties gain no new weapon or armor proficiencies.

Kitty Form (Su): You gain new options when using your Kitty Form. At first level you may now assume Medium Kitty Form. Your stats remain unchanged. Your claw attacks now do 1d4, and your Bite does 1d6. You also gain a +1 Natural Armor Bonus in Kitty Form (or your Natural Armor Bonus is increased by 1). You may pretend to be the smaller big cats like Jaguars.

At 4th level you now gain Large Kitty Form. You get +4 Str, +4 Con, and the Natural Armor Bonus increases to +3. Your claw attack now do 1d6, and your Bite does 1d8. You also gain the usual bonuses and penalties for Large Form. Space/Reach is now 10'/5'. You may assume Large Kitty Form a number of times per day equal to your Charisma modifier. Large Kitty Form lasts 3 round s plus 1 round per point of Charisma modifier. Now you can pretend to be Lions or Tigers, etc.

At 8th level you gain Big Boned Kitty Form. You get +6 Str, +6 Con, and the Natural Armor Bonus increases to +5. You are still Size Class Large, but you now have the Powerful Build ability (see page 12 of the Expanded Psionics Handbook). This effectively replaces Large Kitty Form. It may be assumed as many times per day, and lasts as long. You now look like a very well fed Lion or Tiger. Or even a giant housecat.

Multiattack : You gain the Multiattack Feat as a Bonus Feat, whether you qualify for it or not.

Pounce (Ex): When making a charge attack in Kitty Form you may make a Full Attack, including Rakes if you have them.

Improved Multiattack : You gain the Improved Multiattack Feat, whether you qualify for it or not.

Improved Grab (Ex): If you successfully hit with your claw or bite attack in Kitty Form against an opponent your size class or smaller, you can make a Grapple check as a free action without provoking an attack of opportunity. If you succeed you may do your bite damage each round, and Rake if you have the Rake attack yet.

Mighty Roar : You gain the Mighty Roar Feat (see Savage Species), whether you qualify for it or not.

Rake (Ex): When you successfully Grapple or Pounce you gain two secondary Rake attacks. Damage is the same as your claw attack.

Fat Cat (Ex): At 20th level you are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth). You now also have the Powerful Build ability all the time, not just in Kitty Form.


PLAYING A BIG KITTY
Sometimes the truly rich are also truly crazy. And the craziest rich people want the most exotic pets. That's where you come in. Abnormally large housecat's (or just wild cats) are fairly exotic. And crazies tend to like cats anyway...
Combat: Try to set yourself up as a Grapple machine to take advantage of your eventual size and abilities.
Advancement: Big Kitties usually become one of two things: A powerhouse called in for troublesome opponents, or the Guild Leader conveniently hidden in the open.
Resources: As usual you have the Cat Burglar Guilds to rely upon. In fact many Big Kitties are the heads of the Guilds...

BIG KITTIES IN THE WORLD
"Who's mommies big fat kitty? You'se mommies big fat kitty!"
You don't much interact with the world at all. You are the pampered pet/prisoner of some noble. Unless you head your organization, in which case you have a lot of teeny cats dropping by...
Daily Life: Your daily life isn't all that different from most Cat Burglars. However since you have more of a likelihood of being caged you have picked up some decent lockpicking skills...
Notables: Leo (CN Male Human Cat Burglar 7/Big Kitty 5) is the Leader of the Fighting Lions Guild, appearing as a mountain lion daily in the local zoo. He uses it as his headquarters. It's a small guild, but he hopes to expand it by seducing the wealthy visitors to the zoo. Hannibal (CE Cat Burglar 7/Barbarian 1/Big Kitty 4) is also caged, but in a looney bin as opposed to a zoo. The Guild lets him out when they need people to be disappeared.
Organizations: Big Kitties usually take the Leadership Feat. They need a little extra help to pull off the impersonation necessary.

NPC Reaction
NPC's are generally stupified by you. You have fools who think your some sort of monster on the one hand, and people who assume your just a big kitten on the other. But since you don't need the side of beef they feed you daily, divvying it up among the local poor tends to put your Guild in god standing with the common man.

BIG KITTIES IN THE GAME
Big Kitties do give the Cat Burglars a bit of a combat edge, but they're rare. Regular cats are in far more demand as pets.
Adaptation: This one is pretty silly. Probably only good for equally silly campaigns.
Encounters: PC's usually encounter you pretending to be a zoo animal, or the pampered pet of some rich nutcase.

Sample Encounter

EL 12: You're sitting at the house of Tom the Bloated (a local noble of typical repute), when he shows off his prized personal zoo. One of which is a very large cat. Which winks at you. And then the teeny cats around his cage mosey over. And one of them hands you a slip of paper. It says "Why hello thar". Tom must have busted out the good port today...


Leo
CN Human Cat Burglar 7/Big Kitty 5
Init +5 (+7 Small, +8 Tiny, +9 Diminutive), Senses: Listen +4, Spot +4, Low Light Vision and Scent in Kitty Form
Languages Common
------------------------------------------------
AC 21, touch 15, flat-footed 20 (+1 Dex, +6 Armor, +4 Deflection)
AC Large 23, touch 14, flat-footed 22 (-1 Size, +1 Dex, +3 Natural, +6 Armor, +4 Deflection)
AC Medium 22, touch 15, flat-footed 21 (+1 Dex, +1 Natural, +6 Armor, +4 Deflection)
AC Small 24, touch 18, flat-footed 21 (+1 Size, +3 Dex, +6 Armor, +4 Deflection)
AC Tiny 26, touch 20, flat-footed 22 (+2 Size, +4 Dex, +6 Armor, +4 Deflection)
AC Diminutive 29, touch 23, flat-footed 24 (+4 Size, +5 Dex, +6 Armor, +4 Deflection)
hp 76 hp (12 HD), 100 hp in Large Form
Fort +7, Ref +7, Will +3
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +2 Short Sword +12/+7 melee (1d6+5)
Melee Large 2 Claws +11 (1d6+5) and 1 Bite +11 (1d8+2)
Melee Medium 2 Claws +10 (1d4+3) and 1 Bite +10 (1d6+1)
Melee Small 2 Claws +9 (1d3+1) and 1 Bite +9 (1d4+1)
Melee Tiny 2 Claws +9 (1d2) and 1 Bite +9 (1d3)
Melee Diminutive 2 Claws +10 (1 point) and 1 Bite +10 (1d2-1)
Base Atk +7, Grp +10 (+16 Large, +4 Small, -1 Tiny, -6 Diminutive)
Atk Options +2d6 Sneak Attack, Pounce
Combat Gear 2 Potions of Heroism, 2 Potions of Haste
-----------------------------------------------
Abilities Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 14
Abilities Large Str 20, Dex 12, Con 17
Abilities Small Str 12, Dex 16, Con 13
Abilities Tiny Str 10, Dex 18, Con 13
Abilities Diminutive Str 8, Dex 20, Con 13
SQ Trapfinding, Purr, Kitty Form, Spell Resistance 18 (Alignment/Shapechanger Detection)
Feats Big Paw, Cattitude, Combat Reflexes, Improved Initiative, Improved Toughness, Leadership, Multiattack (B), Improved Multiattack (B)
Skills Balance +9 (+12 Small, +13 Tiny, +14 Diminutive), Bluff +10, Climb +11 (+13 Large, +9 Small, +8 Tiny, +7 Diminutive), Diplomacy +10, Gather Information +10, Hide +4 (+15 Small, +20 Tiny, +25 Diminutive), Intimidate +10, Jump +11 (+13 large, +7 Small, +6 Tiny, +5 Diminutive), Knowledge (Local, Nobility) +8, Listen +4, Move Silently +4 (+8 Large, +10 Small, +11 Tiny, +12 Diminutive), Open Locks +9, Sense Motive +8, Spot +4, Use Magic Device +10
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Bracers of Armor, +4 Ring of Protection, +2 Short Sword, 2 Potions of Heroism, 2 Potions of Haste, 940 GP



EPIC BIG KITTY

Hit Die: d8
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Big Kitty gains a Bonus Feat every 2 levels higher than 20th

Big Paw
You are adept at smooshing those smaller than you.
Prerequisites: Big Kitty Form
Benefits: You gain a cumulative +1 bonus to attack and damage rolls for each Size Class smaller than you your opponent is.

Smite Mousie
Hehehehehehehe
Prerequisites: Big Paw
Benefits: 3 times per day you can Smite any creature smaller than you are. You gain a Bonus to attack and damage rolls equal to your Charisma Modifier. You must declare you are using the Smite before rolling.

Big Cat on the Block
"You talkin' to me??"
Prerequisites: Big Kitty Form
Benefits: You do not take Size penalties to AC or attack rolls in Big Kitty Form.

Extra Biggie Sized
"Ahem...roar. Roar I say."
Prerequisites: Big Kitty Form
Benefits: You may use Kitty Form (Large or Big Boned) twice more per day.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
BREATHSUCKER

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/breathsucker.jpg)

"Yeah I killed your baby. You keep saying that like it's a bad thing."

Breathsuckers are Cat Burglars who have taken up the study of necromancy to prolong their life. They do this by stealing the breath of life from others. To say that they are unliked by all is an understatement.

BECOMING A BREATHSUCKER
Most Breathsuckers start as a Cat Burglar and then drift into a specialist Wizard or Dread Necromancer.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Arcane Spells: Must be able to cast 3rd level Arcane Spells, and must know at least 1 Necromancy spell of each level.
Skills: Knowledge (Arcane): 8 Ranks
Alignment: Must be Evil


Class Skills
The Breathsucker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Survival (Wis)
Skills Points at Each Level : 6 + int

Hit Dice: d4

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +0 +2 Steal Breath +1 Level of Arcane Spellcasting Class<br /> 2. +1 +0 +0 +3 +1 Level of Arcane Spellcasting Class<br /> 3. +1 +1 +1 +3 +1 Level of Arcane Spellcasting Class<br /> 4. +2 +1 +1 +4 Steal Breath +1 Level of Arcane Spellcasting Class<br /> 5. +2 +1 +1 +4 +1 Level of Arcane Spellcasting Class<br /> 6. +3 +2 +2 +5 +1 Level of Arcane Spellcasting Class<br /> 7. +3 +2 +2 +5 +1 Level of Arcane Spellcasting Class<br /> 8. +4 +2 +2 +6 Steal Breath +1 Level of Arcane Spellcasting Class<br /> 9. +4 +3 +3 +6 +1 Level of Arcane Spellcasting Class<br /> 10.+5 +3 +3 +7 Dark Soul Kitty +1 Level of Arcane Spellcasting Class

Weapon Proficiencies: Breathsuckers gain no new weapon or armor proficiencies.

Steal Breath (Su): You may attempt to steal the life force of a victim. Steal Breath can only be used against helpless, paralyzed, unconscious, or sleeping opponents. Unconscious or sleeping opponents get a Fortitude Save ( Save DC is 10 plus half hit dice plus Charisma modifier) to wake up each round this power is used. At 1st level this power has the same effect if used on anyone. At higher levels the effects differ depending on the age/health of the victim it's used against. This power only works on living mortal beings capable of aging. To use it you place your mouth next to your victims and inhale deeply. this is a Full Round Action, and you lose your Dexterity Bonus to Armor Class while doing it (and are likely prone as well). The victim must make a Fortitude Save each round or gain 1 negative level (Save DC is 10 plus half hit dice plus Charisma modifier). The benefits gained depend from this vary depending on what you want. At 1st level each negative energy level you inflict allows you one of the following options:
1) You gain 5 temporary hit points for 1 hour.
2) You spell Save DC's increase by +1 for 1 hour (this stacks with Spell Focus and similar Feats).
3) You gain a +2 Profane Bonus on any 1 Saving Throw for 1 hour.
These effects stack (i.e. if you manage to impose 3 negative energy levels on someone you may gain up to 15 temporary hit points).

At 4th level your options increase if it would be particularly vile to kill/drain your opponent (i.e. children, the elderly, the disabled, DM's discretion):
1) You gain 10 temporary hit points for 1 hour.
2) You spell Save DC's increase by +2 for 1 hour (this stacks with Spell Focus and similar Feats).
3) You gain a +4 Profane Bonus on any 1 Saving Throw for 1 hour.
4) Reduce your physical age by 5 years (i.e. if you were 35 you are now 30).
5) Remove any of the following conditions: Regain 1 permanently lost Ability score point, remove 1 permanently gained negative level, cure blindness/deafness/disease/poison, or cast Remove Curse upon yourself as a Supernaural ability.

At 8th level your options increase again. If you kill an 'innocent' (definition of innocent up to DM), you may reduce your physical age by up to 30 years or regain all lost Ability scores or remove all permanently gained negative levels. You may do this once per day. Your minimum age is your races starting age minus 10%. If it would reduce you below this age, you may "pool" the remaining years. Whenever you would normally age a year (i.e. become 1 for example), you remove a year from the Age Pool instead. If you take another victim before the Age Pool is empty, the years are simply added to the pool.

Dark Soul Kitty (Su): At 10th level you achieve a metamorphosis of sorts. Your type changes to Outsider (Native). You also gain the Evil subtype. You no longer require food or water, and do not age. You are immune to poison, disease, death, sleep effects, and fear effects. To keep this status you must kill one 'innocent' per year, or you revert to being mortal again until you do. Optionally, if you have 30 or more years in your Age Pool, you may use up 30 years instead of killing an innocent. If you lose your immortal state you also take 1 point of Vile damage per 'innocent' you have killed to sustain your immortality. In other words if you have spent 10 years as an Outsider, you lose 10 hp. This damage is healed only when you have killed another 'innocent'.

PLAYING A BREATHSUCKER
Your goal is to live forever. And be young forever. To this end you kill anyone unable to resist you. The old and sick will stave off infirmity for a while, but the young will let you live a very, very long time...
Combat: Breathsuckers don't fight. They prey on the helpless only, and use spells to cover their escape if caught. They are really only suitable as PC's in an evil campaign.
Advancement: Breathsuckers usually concentrate on their ability to drain others above all else. Secondary obsessions are escaping if caught and survival. Most of their kind are fairly similar.
Resources: A Breathsucker pretty much has himself to rely upon unless he's met more of his own kind. Even the Cat Burglar Guilds dislike them.

BREATHSUCKERS IN THE WORLD
"My son is dead. Let it be known that all cats and their owners are henceforth to be killed upon sight. As well as any helping them."
Breathsuckers pretty much don't interact with society at all unless they have to. Most hate every living thing except themselves (which makes their necromantic studies ideal to them).
Daily Life: Most Breathsuckers spend their time in magical studies, or looking about for suitable victims when the time comes.
Notables: Arrigo (CE Male Human Dread Necromancer 5/Cat Burglar 1/Breathsucker 6) is the terror of his seaside town. He runs the local criminal organizations with an iron fist, as none of them know his secret abilities to turn into a cat. Lucretia (CE Female Human Wizard 5/Cat Burglar 1/Breathsucker 6) is obsessed with eternal youth, and runs a coven of witches with the same obsession.
Organizations: Breathsuckers are rarely organized so well. At best they can be thought of as street gangs that are magically proficient if they're a group, or a lone whacko if they aren't.

NPC Reaction
NPC's live in superstitious terror of the Breathsuckers, and the Cat Burglar Guilds hate them with a passion as they endanger everything the Guilds are doing.

BREATHSUCKERS IN THE GAME
Breathsuckers will pretty much quickly give cats a fairly evil reputation in your game. As well as causing serious paranoia.
Adaptation: This one is actually pretty okay for a horror campaign. As with the Bad Kitty there are lots of witches able to become cats in folklore and do bad things...
Encounters: PC's will usually encounter the Breathsucker as it begins a reign of terror killing the local infirm and infants.

Sample Encounter
EL 12: The PC's are hired by a local man to guard his infant from evil spirits. It sounds laughable at first but bad things begin to happen, and infants across the city are becoming ill. The people are blaming cats of all things...

Lucretia
CE Female Human Cat Burglar 1/Wizard 5/ Breathsucker 6
Init +1 (+3 Small), Senses: Listen +6, Spot +6, Low Light Vision and Scent in Kitty Form
Languages Common, Draconic, Infernal
------------------------------------------------
AC 21, touch 15, flat-footed (+1 Dex, +6 Armor, +4 Deflection)
AC Small 24, touch 18, flat-footed 21 (+1 Size, +3 Dex, +6 Armor, +4 Deflection)
hp 30 (12 HD)
Fort +3, Ref +6 (+8 Small), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee -
Melee Small 2 Claws +2 (1d3-3) and 1 Bite -3 (1d4-3)
Base Atk +5, Grp +4 (-2 Small)
Atk Options +1d6 Sneak Attack
Combat Gear 4 Cure Serious Wounds Potions, 4 Haste Potions
Spells Per Day 0: 4 (DC 13)
1st: 5 (DC 14)
2nd: 5 (DC 15)
3rd: 5 (DC 16)
4th: 3 (DC 17)
5th: 2 (DC 18)
6th: 1 (DC 19)
Caster Level 11
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 16, Wis 12, Cha 16
Abilities Small Str 4, Dex 17
SQ Familiar (Cat), Kitty Form, Purr, Trapfinding, Steal Breath
Feats Anklebiter, Fearsome Necromancy, Greater Spell Focus (Necromancy), Sickening Grasp, Silent Spell, Spell Focus (Necromancy), Brew Potion (B), Scribe Scroll (B)
Skills Bluff +8, Climb +6 (+12 Small), Concentration +14, Decipher Script +13, Hide +11 (+21 Small), Intimidate +8, Knowledge (Arcane, Local, Religion) +17, Listen +6, Move Silently +6 (+12 Small), Sense Motive +6, Spellcraft +8, Spot +6, Survival +6

Additional +4 Bonus to Hide Checks in undergrowth or high grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Bracers of Armor +6, Ring of Protection +4, Ring of the Ram, 4 Cure Serious Wounds Potions, 4 Haste Potions, 650 GP



EPIC BREATHSUCKER

Hit Die: d4
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Breathsucker gains a Bonus Feat every 2 levels higher than 20th.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
I'm unsure what happened at the other thread, but Webster said I could feel free to restart it so here goes...

As a thread grows larger, it causes server speed and stability issues. He probably locked it to limit the amount of disruption caused by such a popular thread.

Rather than repost the original write-ups in their entirety, it might be just as useful to post links to their entries in the old thread.
ooh... lot and lots of white screen space... pwetty! If I don't reply in a timely manner, it is because this forum is still so borked that it was impossible to use the "post reply" screen in a timely manner.
The old thread only has so long before it poofs though doesnt it?

Besides I still have a few things to do before I put up the first generation .pdf file. Might as well have everything in one place.


Crap I hope this doesn't mean I'll have to redo the Monster threads...
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available

BURLAP GUILD MEMBER

IMAGE(<a href="http://i212.photobucket.com/albums/cc70/bhutastan/Cats/burlap.jpg" title="http://i212.photobucket.com/albums/cc70/bhutastan/Cats/burlap.jpg" target="_blank" rel="nofollow">i212.photobucket.com/albums/cc70/bhutast...</a>)
    
"You keep this up and I'll tell daddy on you."

 The Burlap Throat-Wattle in the little town of Burlap is the worlds most infamous dragons only bar.  It is considered neutral territory where Dragons of all species can meet and conduct business, chat, or try to get laid by the bar maids without any fighting or assassination going on.  It's also home to a thriving Cat Burglars Guild, all of whom are the bastard children of dragons and humanoid bar wenches (darn dragon groupies).  The dragons have noticed that their kids and paramours have a thing for cats, but somehow have miraculously not noticed that the cats are some sort of organization.  Or perhaps they've simply been kind enough to not mention it.

BECOMING A BURLAP GUILD MEMBER
Most of the members of the Burlap Throat-Wattle Guild are multiclassed Dragonfire Adepts/Cat Burglars.  You're really sort of born into the Guild more than becoming a member of it.

 ENTRY REQUIREMENTS
   Feats:  Dragon Kitty
   Class Abilities:  Breath Weapon, Kitty Form
   Feats:  Dragon Kitty, Dragontouched
   Skills:  Bluff 8 ranks, Diplomacy 8 ranks, Listen 8 ranks
   Special:  Must have been born into the Guild.  They really don't accept wannabe members, you must be the child of a dragon and a barmaid at the Burlap Throat-Wattle.


Class Skills
 The Burlap Guild Member's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcane, Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

[b]   BAB  Fort    Ref    Will  Abilities[/b]<br />1. +0    +2     +2     +0    Hisssss, Spit<br />2. +1    +3     +3     +0    Family Inheritance<br />3. +1    +3     +3     +1    Tuffer Than the Average Kitteh<br />4. +2    +4     +4     +1    Hisssss<br />5. +2    +4     +4     +1    Family Inheritance<br />6. +3    +5     +5     +2    Tuffer Than the Average Kitteh<br />7. +3    +5     +5     +2    Hisssss<br />8. +4    +6     +6     +2    Family Inheritance<br />9. +4    +6     +6     +3    Tuffer Than the Average Kitteh<br />10.+5    +7     +7     +3    Death From Above


Weapon Proficiencies: Burlap Guild Members gain no new weapon or armor proficiencies.
 
Hisssss (Su): You are particularly intimidating in Kitty Form for some reason.  When hissing or yowling at someone within 30' that person must make a Willpower Save (Save DC is 10 plus half Hit Dice plus Charisma modifier) or be Shaken for 1d6 rounds.

At 4th level when using this ability it affects all living things in 30', and they are Shaken for 2d6 rounds.

At 7th level this effects all living opponents within 60', and also works when you charge.  Opponents are Frightened instead of Shaken.

Spit (Su): Your Dragonfire Adept and Burlap Guild Member levels stack for purposes of determining the amount of damage your Breath Weapon does.

Family Inheritance (Ex): At levels 2, 5, and 8 you get a Spell-Like Ability you may use 3 times per day.  At 2nd level you may cast one of the following: Flight of the Dragon, Voice of the Dragon.  At 5th level you may choose from the following: Draconic Might, Draconic Polymorph, Dragonsight, or Form of the Desert Hunter.  At 8th level you may choose one of the following: Aura of Terror, Imperious Glare, or Lesser Dragonshape.

Tuffer Than the Average Kitteh (Ex): You gain DR 2/- at level 3.  This increases to DR 5/- at level 6, and DR 8/- at level 9.

Death From Above (Ex): At 10th level you gain Wings in Kitty Form, and a Fly speed of 50' (Average).  The Wings may be hidden or not at your option.  Hiding or unveiling them is a Swift Action.

PLAYING A BURLAP GUILD MEMBERS
 You are teh awesomes, and you know it.  Your father (or mother) is likely famous worldwide, and your other parent is famous at least locally.  Now granted Gods and other powerful beings occasionally meddle with your family life cause mom or dad happens to be a dragon, but that just makes things interesting.  Now if only you can find a way to exploit this...
 Combat: Combat draws attention, especially since your chief method of combat is spitting some form of breath weapon.  Burlap Guild members avoid fighting when possible, attempting to resolve most issues peacefully.  And if that doesn't work they fire people up.
 Advancement: Advancement for Burlap Guild members often depends on what their parent was as that greatly influences their temperament.  Plus they have to hide what their up to from mom and dad.
Resources: The Burlap Guild members have access to the Guilds resources, and individual members can sometimes discreetly ask mom to persuade dad to help them out of a jam (they do this strictly in humanoid form though, they never let the dragons know they're the local bar kitties).

BURLAP GUILD MEMBERS IN THE WORLD
"I never knew dragons liked cats.  Cats all over the place in that dragon bar..."
 Members of the Burlap Guild are pretty much like any other Cat Burglar Guild, except their human persona is much more public given who their father is and all.  They tend to be mildly famous in human form just because of their name.  As kitties they have blessed anonymity though.
 Daily Life: Mostly you're just like any other Thieve's Guild member whose parent happens to be a giant creature of vast magical power and world spanning fame.  Now granted it's much harder to be a thief when your the child of someone famous, but it's far, far easier to get the girls.  So it ain't all bad.  At least until your scaly parent loudly and in public gives you the "for Christ's sake don't knock her up" speech.
 Notables: Roland Silvertongue (CG Male Human Cat Burglar 3/Dragonfire Adept 3/Burlap Guild Member 6) is the son of a local Silver Draon, and spends much of his time trying to seduce the local women.  Yolanda Redcheeks (CE Female Halfling Cat Burglar 1/Dragonfire Adept/Burlap Guild Member 6) is the daughter of a older red Dragon well known for his obsessive love of short women (as well as his touchiness about the subject).
 Organizations: The Burlap Guild is an organization.  It's small, but it has a disproportionate amount of influence due to it's members ancestry.

NPC Reaction
 NPC's assume you're a cat till you spew fire or acid or some such.  At that point they start to freak out and mutter about the local dragons being perverts (assuming the aforementioned dragons aren't in ear shot).

BURLAP GUILD MEMBERS IN THE GAME
 This PrC kind of implies it's members are famous, or at least their parents are.  Which may be a headache for some DM's.
 Adaptation: This is definitely a silly campaign PrC.  Dragon bars don't exactly scream seriousness.
 Encounters: PC's will encounter the Burlap Guild if they are ever stupid enough to try to rob (or start trouble in) the Burlap Throat Wattle, or harm or threaten any of the workers there.  Given that the bar patrons are also dragons, the Guild will probably be the least of their worries...

Sample Encounter
EL 12: The PC's are being entertained by watching a local boy trying to seduce a halfling girl.  When she rebuffs him with a chair, they turn into small cats and start spitting fire at each other.  Then they notice the PC's.  Who are suddenly nervous for some reason...


Roland Silvertongue
CG Male Human Cat Burglar 3/Dragonfire Adept 3/Burlap Guild Member 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +11, Spot +11, Low Light Vision and Scent in Kitty Form
Languages Common, Draconic
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AC 20, touch 12, flat-footed 18 (+2 Dex, +2 Natural, +6 Armor)
AC Small 23, touch 15, flat-footed 19 (+1 Size, +4 Dex, +2 Natural, +6 Armor)
AC Tiny 25, touch 17, flat-footed 20 (+2 Size, +5 Dex, +2 Natural, +6 Armor)
AC Diminutive 28, touch 20, flat-footed 22 (+4 Size, +6 Dex, +2 Natural, +6 Armor)
hp 51 (12 HD)
Fort +9, Ref +11 (+13 Small, +14 Tiny, +15 Diminutive), Will +7  
Evasion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Punching Dagger +6/+1(1d4 plus 1d6 Cold, 19-20, x3)
Melee Small 2 Claws +4 (1d3-3) and 1 Bite -1 (1d4-4)
Melee Tiny 2 Claws +4 (1d2-4) and 1 Bite -1 (1d3-4)
Melee Diminutive 2 Claws +6 (1 point) and 1 Bite +1 (1d2-4)
Base Atk +6, Grp +5 (-2 Small, -6 Tiny, -10 Diminutive)
Atk Options Sneak Attack +1d6, Breath Weapon 2d6 (DC 16), Breath Effect (Frost Breath), Hisssss (DC 20)
Combat Gear 4 Silver Dragon's Draughts, 2 Potions of Cure Serious Wounds
Invocations  Beguiling Influence, Deafening Roar
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Purr, Trapfinding, Scales, Spit, DR 5/-, Family Inheritance (Voice of the Dragon, Dragonsight)
Feats Anklebiter, Dragon Kitty, Dragontouched, Hissing Fury, Spookity Glowing Eyes of Dooom, Tuff Kitty
Skills Bluff +14, Climb +7, Concentration +10, Diplomacy +14, Gather Information +14, Hide +12, Intimidate +9, Knowledge (Local) +6, Listen +11, Move Silently +12, Sense Motive +11, Spot +11, Tumble +7, Use Magic Device +14
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Bracers of Armor, +1 Icy Burst Keen Punching Dagger, 4 Silver Dragon's Draughts, 2 Potions of Cure Serious Wounds, 198 GP



EPIC BURLAP GUILD MEMBER

Hit Die: d8
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Burlap Guild Member gains a Bonus Feat every 2 levels higher than 20th

http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
CAT FU FIGHTER

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/CatFuFighter.jpg)

"You dare insult a master of the art of Cat FU?"

Cat Fu Fighters have studied the manly art of using their fellow brethren as weapons.

BECOMING A CAT FU FIGHTER
Most Cat Fu Fighters begin as Cat Burglars, and take a few levels of Fighter to get some necessary Feats.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Feats: Animal Affinity, Improved Unarmed Strike, Superior Unarmed Strike, Throw Anything
Skills: Bluff 6 ranks, Sleight of Hand 4 ranks
Base Attack Bonus: +5



Class Skills
The Cat Fu Fighter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d8

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +1 +2 +2 +0 Summon the Kittehs, Kitty Weapons<br /> 2. +2 +3 +3 +0 Improved Sleight of Hand (+2)<br /> 3. +3 +3 +3 +1 Show Off<br /> 4. +4 +4 +4 +1 Kitty Weapons<br /> 5. +5 +4 +4 +1 Improved Sleight of Hand (+4)<br /> 6. +6 +5 +5 +2 Show Off<br /> 7. +7 +5 +5 +2 Kitty Weapons<br /> 8. +8 +6 +6 +2 Improved Sleight of Hand (+6)<br /> 9. +9 +6 +6 +3 Show Off<br /> 10.+10 +7 +7 +3 Supahstah!

Weapon Proficiencies: Cat Fu Fighters gain no new weapon or armor proficiencies.

Summon the Kittehs (Su): As a Standard Action you may summon 6 Housecats (you may never call up more than 6 Cats plus 1 Cat per point of Charisma Modifier). They will stay for the duration of the encounter. Where they've been hiding, and how they got where you are now is unimportant, they just show up. Advise everyone else to deal with it.

Kitty Weapons (Ex): You may wield Housecats as One handed Light weapons. Initially at 1st level this means they are melee weapons doing 1d6 plus your Dexterity modifier in slashing damage (x2 on a Critical), or your unarmed strike damage, whichever is higher. You may apply weapon Feats to wielding cats as you would any other weapon. You may also wield fellow Cat Burglars in Tiny Kitty Form as a weapon. They are similar to normal cats, but have an Enhancement Bonus equal to their Cat Burglar Level divided by 5.

At 4th level you may use the Kitties as a thrown weapon with a range increment of 5. The cats are trained to automatically return to you, and will immediately attempt to return as quickly as possible.

At 7th level you may unleash a shower of cats from within your robes on an unsuspecting victim as a Standard action. Make an Sleight of Hand check vs your opponents Spot check. If successful you add your check result to the damage done. If you fail they see the attack coming, and you only add half the check to damage.

Improved Sleight of Hand (Ex): Since your fighting style relies on hiding kitties in your clothing you become quite excellent at hiding them on your person. At 2nd level you gain a +2 Competence Bonus to Sleight of Hand checks (+4 when hiding cats on your person). You may hide up to 2 Housecats on your person with a single check provided sufficient clothing.

At 5th level you gain a +4 Competence Bonus to Sleight of Hand checks (+6 when hiding cats on your person). You may hide up to 4 Housecats on your person with a single check provided sufficient clothing.

At 8th level you gain a +6 Competence Bonus to Sleight of Hand checks (+8 when hiding cats on your person). You may hide up to 8 Housecats on your person with a single check provided sufficient clothing.

Show Off (Ex): You and your cats have trained to perform interesting combat tricks. At 3rd, 6th, and 9th levels you may choose 1 combat maneuver from the following list:

Kitty Makin' Biscuits: If you successfully hit your opponent with a Ranged Kitty Attack, he must make a Fortitude Save (DC is 10 plus half Hit Dice plus Dexterity Modifier) or be Stunned 1 Round and Nauseated 1d3 rounds after. If the Save is successful he is merely Nauseated 1 Round.

Little Kitty Tripper Upper: If you successfully hit your opponent with a Ranged Kitty attack, you may immediately make a Trip Attempt (your Dex vs his Strength) as a Free Action without provoking an Attack of Opportunity (and if you fail they do not get an attempt to Trip you back). The Trip attempt uses your Size modifier, not the Kitties.

Facehugger: If you successfully hit your opponent with a Ranged Kitty Attack, they must make a Fortitude Save (DC is 10 plus half hit dice plus Dexterity modifier) or be Blinded for 1d3 rounds. If the Save is successful, he is Dazed 1 round instead. If a "1" is rolled on the Save, the victim is permanently Blinded.

Hug of the Thousand Paws: If you successfully make a Grapple check against an opponent, your kitties pile on, doing +1d3 damage per Kitty you have on your person, and providing a +1 Circumstance Bonus per Kitty to Grapple checks to maintain your Grapple.

Kitteh Up Mah Sleeve: You have become an expert at hiding Kitties in your voluminous yet sturdy sleeves. Any round in which you make a successful Sleight of Hand vs your opponents Spot check you may increase your normal Sneak Attack damage by +2d6.

Sneaky Nibbles: You have become an expert at hiding Kitties on your person in general. If you make a successful Sleight of Hand check vs your opponents Spot check the critical threat range for your Kitty Weapons increases to 18-20 for the rest of the round (they never see it coming). You may Full Attack while using this ability.

Swarm Defense: Whenever an opponent attempts to Grapple you, you get an Attack of Opportunity (even if your opponent has Improved Grapple or Improved Grab) with your Kitty Weapon attack as your Kitties leap from your robes to defend you.

Presents for Daddy: You may make a Ranged Disarm attack to knock something from your opponents hand. This does not damage your Kitty, nor does it take an Attack of Opportunity. If the Disarm is successful whatever was in the opponents hands is now held by the Kitty, who will be returning to you postehaste.


Supahstah! (Ex): Choose any 1 Show Off Maneuver. The Save DC if it is Kitty Makin' Biscuits or Facehugger, increases by +4. If it requires an Opposed check you get +4 to the roll. If it gives you an Attack of Opportunity you are +4 on that attack roll. You also gain Leadership as a Bonus Feat, and a +4 Bonus to your Leadership score as you attract legions of followers desperate to learn the Masters secrets.

PLAYING A CAT FU FIGHTER
Learn to be mysterious and use Bluff as much as possible. You always want people to believe you are capable of more things than you actually are. Never give a straight answer, never be straightforward, always take the long way to get to your point. Wear roomy clothes you can hide lots of stuff in.
Combat: You have learned to wield kitties as extensions of your own body. It confuses and disorients people, so concentrate on it just to mess with people. Besides flinging cats into peoples faces is damn funny.
Advancement: Preferably you'd like to be the most awesomest mysterious super guy in town. Cause that gets the women in droves. Fighting is okay, but hot women are better. Some Cat Fu Fighters will be better at one of the two, but few deviate from this path.
Resources: Cat Fu Fighters have the Cat Burglar Guilds to draw on, and the schools that teach them their art.

CAT FU FIGHTERS IN THE WORLD
"That long haired freak in the oriental robe hit me with a tabby...this town is going to Hell Louise.."
People luv the Cat Fu Fighters. They pretend to be arrogant, cool, and unreachable. It's all to get the local women to swoon when they show up of course. And of course they indulge in some fighting, but thats only for effect to increase their rep.
Daily Life: You spend much of the day either training, or cultivating your reputation about town for maximum effect. This has led other Guild members to question when you actually do any work, but you always assure them that you're on the job if duty calls.
Notables: Yifu Shao (CN Male Human Cat Burglar 4/Fighter 2/Cat Fu Fighter 6) is the best of the local Cat Fu Fighters in his province and their head trainer. Xiao Xia Zhang (CE Female Elf Cat Burglar 2/Fighter 4/Cat Fu Fighter 6) is the head of the Cat Burglar Guild in her province after assassinating the former leader. And the Town Elders. And the Governor. And several other people just for giggles.
Organizations: The Order of the Gently Restraining Paw teaches all new Cat Fu Fighters, and supports them in return for a cut of their money, and the occasional mission to help support the school.

NPC Reaction
NPC's love you. You're like a local folk hero. Unless your the owner of the restaurant or hotel they trashed in their latest escapade, or they've found you in bed with their relatives.

CAT FU FIGHTERS IN THE GAME
Cat Fu Fighters love being the center of attention, and will do anything to hog the limelight. This can make for problems if you let the player hog the limelight, as it may annoy the other players. Unless they're all Cat Fu Fighters in which case competing for attention will be normal for the campaign.
Adaptation: This one is definitely for silly campaigns only, the more surreal the better.
Encounters: PC's will encounter Cat Fu Fighters if they look exotic enough to provide a colorful fight. They may even be paid ahead of time to choreograph it to make the CFF look good. Sometimes the PC's may even blunder into one of these fights, or become the scapegoat for the Cat Fu Fighters schemes.

Sample Encounter
EL 12: The PC's are paid by a strange man to fight him and make him look good. he claims it's to impress his girlfriends dad so he'll let them marry. It goes well, but soon they find that they've been scripted as the evil villains in his charade. There's also a rash of robberies and crimes laid at their door. Has he been framing the PC's? Will they make it out of town alive? Come to find out he belongs to some sort of criminal organization, and it's female leader wants the PC's publicly humiliated. Now they just have to find out why...


Xiao Xia Zhang
CE Female Elf Cat Burglar 2/ Fighter 4/Cat Fu Fighter 6)
Init +3 (+5 Small), Senses: Listen +6, Spot +6, Low Light Vision, also has Scent in Kitty Form
Languages Elf, Common
------------------------------------------------
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 Armor)
AC Small 22, touch 16, flat-footed 17 (+1 Size, +5 Dex, +6 Armor)
hp 56 (12 HD)
Fort +9, Ref +12 (+14 Small), Will +4
+2 vs Enchantment, Evasion
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Speed 30 ft. (6 squares)
Melee Kitty +13/+8 (1d6+3)
Ranged Kitty +13 (1d6+3)
Melee Small 2 Claws +16 (1d3-2) and 1 Bite +11 (1d4-2)
Base Atk +10, Grp +10
Atk Options +1d6 Sneak Attack, Show Off (Kitty Makin' Biscuits, Facehugger), Kitty Weapons
Combat Gear 2 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 10, Dex 16, Con 10, Int 10, Wis 13, Cha 16
Abilities Small Str 6, Dex 20
SQ Immune to sleep, Detect Secret Doors, Purr, Kitty Form (Small), Trapfinding, Summon the Kittehs, Improved Sleight of Hand
Feats Animal Affinity, Improved Unarmed Strike, Superior Unarmed Strike, Throw Anything, Weapon Finesse
Skills Balance +5 (+15 Small), Bluff +13, Climb +5 (+11 Small), Concentration +6, Gather Information +6, Hide +6 (+16 Small), Jump +2 (+8 Small, +12 w/Sandals), Knowledge (Local, Nobility) +2, Listen +6, Move Silently +6 (+12 Small), Search +3, Sense Motive +4, Sleight of Hand +13 (+15 w/Kitties), Spot +6, Tumble +8 (+10 Small), Use Magic Device +5

Additional +4 Bonus to Hide checks in tall grass or undergrowth in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Silkslick Belt, Sandals of Springing, Robe of Scintillating Colors, +6 Bracers of Armor, Ring of Adamantine Touch, 2 Potions of Cure Serious Wounds, 750 GP


EPIC CAT FU FIGHTER

Hit Die: d8
Skills Points at Each Level : 4 + int
Improved Sleight of Hand: Your Bonus improves by +2 at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Cat Fu Fighter gains a Bonus Feat every 3 levels higher than 20th.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
CATNIPPER

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/catnipper.jpg)

"Herbs for sale! Herbs to heal the pain! Herbs to cure diseases! Herbs to make your husband a man again! Herbs for sale!"

Catnippers are herbalists and healers. They are also members of the infamous Cat Burglars Guilds, and makers of some very questionable substances. They constantly experiment with herbal and alchemical combination's to figure out how to enhance the abilities of Guild members (or disable the abilities of others). They're also a little crazy from constant exposure to toxins and from sampling their experiments.

BECOMING A CATNIPPER
You'll need at least 1 level of Cat Burglar, and some kind of spellcasting class for the Alchemical studies.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, must be able to cast Arcane or Divine Spells
Skills: Craft (Alchemy, Poisonmaking) 4 ranks, Knowledge (Arcane, Nature) 4 ranks
Feats: Brew Potion, Spell Focus (Enchantment is common, but it can be any school).


Class Skills
The Catnipper's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d6

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +2 Enhanced Potion Brewing, Poison Use<br /> 2. +1 +0 +3 +3 No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class<br /> 3. +1 +1 +3 +3 Enhanced Poison Crafting, +1 level of spellcasting class<br /> 4. +2 +1 +4 +4 Enhanced Potion Brewing<br /> 5. +2 +1 +4 +4 No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class<br /> 6. +3 +2 +5 +5 Enhanced Poison Crafting, +1 level of spellcasting class<br /> 7. +3 +2 +5 +5 Enhanced Potion Brewing<br /> 8. +4 +2 +6 +6 No I'm Not Crazy, Why Do You Keep Asking?, +1 level of spellcasting class<br /> 9. +4 +3 +6 +6 Enhanced Poison Crafting, +1 level of spellcasting class<br /> 10.+5 +3 +7 +7 Meister Herbalist, +1 level of spellcasting class

Weapon Proficiencies: Catnippers gain no new weapon or armor proficiencies.

Enhanced Potion Brewing (Su): At 1st level the Catnipper learns to make Potions from 4th level spells, and gains Exceptional Artisan as a Bonus Feat.

At 4th level he can make Potions from 5th level spells, and gains Extraordinary Artisan as a Bonus Feat.

At 7th level he can make Potions from 6th level spells, and gains Legendary Artisan as a Bonus Feat.

Poison Use (Ex): Catnippers are well trained in the handling of poisons and never risk accidentally poisoning themselves.

No I'm Not Crazy, Why Do You Keep Asking? (Su): At 2nd level you're a little whacked out from all the chemicals and such you've been exposed to. Plus you've occasionally tasted your latest potion to see what it does. Probably not a good move on your part. You gain a Bonus on all Saving Throws against Illusion or Enchantment spells equal to your Charisma Bonus, but take a similar penalty on all Wisdom based checks (except Spot and Listen).

At 5th level you get a Bonus on all Fortitude Saves equal to your Charisma Bonus, but take a similar Penalty to all Charisma based checks (except Intimidate and Use Magic Device).

At 8th level you are pretty much living in your own world. You take no damage from spells from the Illusion school.

Enhanced Poison Crafting (Ex): At 3rd level Inhaled or Ingested Poisons created by the Catnipper have their Save DC's increased by +2.

At 6th level the Catnipper's Inhaled and Ingested Poisons do +1 damage per die. For example if the poison does 1d6 Con it now does 1d6+1. If it does 2d6 it now does 2d6+2.

At 9th level the Save DC's of the Catnipper's Inhaled or Ingested Poisons increases by an additional +2.

Meister Herbalist (Ex): You make exceptionally potent potions. All potions crafted by you have their duration increased as if they had been cast with the Extend Spell Feat. If they have a harmful effect, their Save DC is increased +2. Your potions may be made colorless and tasteless now if you wish.

PLAYING A CATNIPPER
Catnippers are master herbalists, and many are also minor spellcasters as well. They tend to study just enough magic to be able to make their potions and herbal remedies, and maybe perform a few neat tricks when they need a way out of a jam. The real threat is the poisons they can make.
Combat: Catnippers aren't really combatants, but they can enhance those who are. Or poisoning them, one of the two.
Advancement: Advancement depends on what the Alchemist has been sampling and what weird whim he gets one night at 3 am. Seriously they're a weird bunch. Some are out to heal the world, and soem are out to burn it down.
Resources: Catnippers always have the Guilds to rely on, and if their abilities are known perhaps a local rich patron or two...

CATNIPPERS IN THE WORLD
"Man, don't eat any of Bob's brownies. I had two or three of them last night and woke up married to an Orc chick."
People are usually happy to see you. You have the herbs necessary to help with life's little complaints that the Clerics can't be bothered to use spells for. Plus you tend to be cheaper than them, and your customers don't have to pay lip service to your deity.
Daily Life: Much of your day is devoted to searching for/buying/trading/selling herbs and potions. You get to funnel money to the Guild this way legally, and make a nice chunk for yourself as well. Depending on your alignment you also have opportunities to heal or harm people.
Notables: Marie Lamartine (CE Human Female Cat Burglar 1/Wizard 5/Catnipper 6) is ranked among the expert poisoners of the world. Juan Martinez (Cat Burglar 3/Druid 3/Catnipper 6) is a local herb farmer, and healer of note.
Organizations: The Catnippers are like an organization inside an organization. They usually try to remain in close contact with one another, and trade recipes and new ideas and information.

NPC Reaction
NPC reaction will vary depending on whether they know what you are, and what side of the law they're on. Authorities frown on people selling deadly nightshade as "a sleep aid".

CATNIPPERS IN THE GAME
While the obvious joke is the idea of the Catnipper as a parody of a marijuana dealer, they aren't just potheads. They do have actual uses, and care more about their fellow Guild Members than using illicit substances. Most are actually more like the Vodoun Houngans who have mastered using poisons to achieve effects.
Adaptation: Catnippers are written for a silly campaign, but they could also go in a horror campaign that had some pretty black humor.
Encounters: PC's can encounter Catnippers as herbalists or healers, or if they need to buy poison, or perhaps they require some sort of mind altering substance. They may find out the poisons being used on them come from one and he has the antidote as well.

Sample Encounter
EL 12: One of the PC's has been poisoned with a rather nasty hallucinogen, and they are told a local woman can cure him...for a price. She wants a particular book from someone who isn't willing to sell. Breaking into the house of this aforementioned someone the PC's learn she's the only one supposed to be capable of making the poison that's infected their friend. Hmm...


Marie Lamartine
CE Human Female Cat Burglar 1/Wizard 5/Catnipper 6
Init +1 (+3 Small), Senses: Listen +10, Spot +8, Low Light Vision and Scent in Kitty Form, Alertness if Familiar is near
Languages Common, Goblin, Elven, Sylvan
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AC 17, touch 11, flat-footed 16 (+1 Dex, +6 Armor)
AC Small 20, touch 14, flat-footed 17 (+1 Size, +3 Dex, +6 Armor)
hp 37 (12 HD)
Fort +3, Ref +9 (+10 Small), Will +11
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Speed 30 ft. (6 squares)
Melee +1 Dagger +4 (1d4)
Ranged +1 Dagger +6 (1d4+1)
Base Atk +5, Grp +4 (-3 Small)
Atk Options +1d6 Sneak Attack
Combat Gear Potions
Spells Per Day 0: 4 (DC 13)
1st: 5 (DC 14)
2nd: 4 (DC 15)
3rd: 3 (DC 16)
4th: 1 (DC 17)
Caster Level 7th
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 16, Wis 14, Cha 14
Abilities Small Str 4, Dex 17
SQ Purr, Kitty Form (Small), Trapfinding, Familiar (Cat)
Feats Brew Potion, Greater Spell Focus (Enchantment, necromancy), Spell Focus (Enchantment, Illusion, Necromancy)
Skills Bluff +10, Concentration +9, Craft (Alchemy, Poisonmaking) +11, Diplomacy +10, Gather Information +10, Hide +9, Knowledge (Arcane, Local, Nature) +9, Listen +10, Move Silently +12, Sense Motive +10, Spellcraft +7, Spot +8
Possessions Collar of Holding, Cute Widdle Bowsies, +1 Returning Dagger, Ring of Invisibility, +6 Bracers of Armor, 18000 GP in Potions, 948 GP

EPIC CATNIPPER

Hit Die: d6
Skills Points at Each Level : 4 + int
Spells The Catnippers Caster Level increases with Epic Levels, but he gains no new spells per day.
Bonus Feats: The Epic Catnipper gains a Bonus Feat every 4 levels higher than 20th



Base Potion Prices

[b]Spell Level[/b] [b]Clr, Drd, Wiz[/b] [b]Sor[/b] [b]Brd[/b] <br /> <br /> 4th 1400 1600 2000<br /> 5th 2250 2500 3250<br /> 6th 3300 3600 4800

Cost to Make

Clr, Drd, Wiz
4th: 700GP, 28 XP
5th: 1125 GP, 45 XP
6th: 1650 GP, 66 XP

Sor
4th: 800 GP, 32 XP
5th: 1250 GP, 50 XP
6th: 1800 GP, 72 XP

Brd
4th: 1000 GP, 40 XP
5th: 1625 GP, 65 XP
6th: 2400 GP, 96 XP
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
CATS FROM SATURN

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/saturncat.jpg)

"The world is indeed comic, but the joke is on mankind."

There are even Cat Burglar Guilds in the Far Realms nowadays. God alone knows what interests them there, but there is a Guild devoted to exploring and exploiting the Realms before anyone else can. They just have to figure out what the local Aberrations think is cute. Regular Cat Burglars suck. They just con people and take their money. You con strange alien artifacts out of disembodied, freaky brain creatures.

BECOMING A CAT FROM SATURN
You'll need to find some way of accessing the Far Realms, so you'll either be a spell caster or have access to one. Usually the Cult...uh Guild...has spellcasters to provide you with the ability to travel the Planes until you gain do it yourself.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, must be able to cast 2nd level Arcane Spells, and must know 1 Conjuration spell from each level OR must be able to Manifest 2nd level Powers, one of which must be from the Nomad List.
Skills: Bluff 4 ranks, Decipher Script 4 ranks, Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) 4 ranks
Feats: Augment Summoning, Transdimensional Spell, Unnatural Will (see Complete Arcane and Heroes of Horror)
Special: Must have traveled to the Far Realms and made peaceful contact with the inhabitants.


Class Skills
The Cat from Saturn's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, The Planes, Things Man Was Not Meant to Know)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Psionic Device.
Skills Points at Each Level : 4 + int

Hit Dice: d4

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +2 Non-Euclidean Kitty Form, +1 Level of Arcane/Psionic spellcasting class<br /> 2. +1 +0 +3 +3 Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class<br /> 3. +1 +1 +3 +3 Summon the Toadie Frogs<br /> 4. +2 +1 +4 +4 Non-Euclidean Kitty Form, +1 Level of Arcane/Psionic spellcasting class<br /> 5. +2 +1 +4 +4 Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class<br /> 6. +3 +2 +5 +5 Summon the Toadie Frogs<br /> 7. +3 +2 +5 +5 Non-Euclidean Kitty Form, +1 Level of Arcane/Psionic spellcasting class<br /> 8. +4 +2 +6 +6 Schrodinger's Scamper, +1 Level of Arcane/Psionic spellcasting class<br /> 9. +4 +3 +6 +6 Summon the Toadie Frogs<br /> 10.+5 +3 +7 +7 Manipulate the Sphere's, +1 Level of Arcane/Psionic spellcasting class

Weapon Proficiencies: Cats from Saturn gain proficiency with one Exotic Weapon.

Spells/Psionics: Every level except 3, 6, and 9 the Cat from Saturn increase the level of their spellcasting or manifesting class. They have to be one or the other, not both.

Non-Euclidean Kitty Form (Su): At 1st level you gain the ability to use Non-Euclidean Kitty Form. While in Non-Euclidean Form you have the benefits of the Avoid Planar Effect spell. if you should change Planes it takes 1 round for this power to change to protect you from the new Plane.

At 4th level your Non-Euclidean Kitty form is quite appalling. You automatically fail all Charisma based skill checks (except Intimidate, Use Magic Device, or Use Psionic Device) against anything not an Outsider or an Aberration. You gain a Circumstance Bonus equal to your Cat from Saturn level on Intimidate checks against anything not an Aberration or Outsider. Aberrations and Outsiders find you soothing and pleasant however, and they automatically regard you as friendly unless you attack them. Even horrifying tentacle monsters from beyond space and time need some downtime snuggling with their lil' kitty to reduce stress.

At 7th level you are downright bizarre. Aberrations and Outsiders must make a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or be affected by the Calm Emotions spell when you are within 30' of them. Their emotions are calmed only in regards to you, and only if you don't deliberately attack/anger them, and it affects even Outsiders and Aberrations immune to Mind-Affecting Effects. All other Types of beings must also make a Willpower Save if you are within 30', or be Frightened for 1d6 rounds. If the Save is successful they are immune to your Kitty Form for 24 hours.

Schrodinger's Scamper (Su): At 2nd level you may cast Dimension Door 3 times per day as a Supernatural Ability.

At 5th level you may cast Plane Shift once per day as a Supernatural Ability, but you may only travel to or from the Far Realms, and the ability only transports you.

At 8th level you may cast Greater Plane Shift once per day as a Supernatural Ability, but you may only travel to or from the Far Realms, and the ability only transports you.

Summon the Toadie Frogs (Su): Once per day you may summon evil toadlike critters at 3rd level (twice per day at level 6, 3 times per day at level 9). This is the equivalent of Lesser Planar Ally at level 3, Planar Ally at 6th level, and Greater Planar Ally at 9th level. However you may only summon Toadie Frogs. At level 3 this is a Mud Slaad (see Fiend Folio) with the Pseudonatural Template. At level 6 this is a 12 HD Gray Slaad with the Pseudonatural Template (or 2 Mud Slaad). At level 9 this is an 18 HD Death Slaad with the Pseudonatural Template (or 3 Mud Slaad).

Manipulate the Sphere's (Su): A number of times per day equal to your Charisma Modifier you may cast any Conjuration spell with a Metamagic Feat without increasing the spells level. If you have a Psionic class instead, you may Manifest powers from the Nomad list using Metapsionic Feats without increasing the power point cost. Your type now changes to Outsider with the Native Subtype.

PLAYING A CAT FROM SATURN
The Cats from Saturn have some sort of business arrangement with an entity or realm in the Far Realms known as Saturn. Coincidental perhaps, but screw it I'm running with it. They trade packages back and forth between the Realms and the Prime Material Plane. Whatever they're getting out of it must be pretty damn worth it, because they'd rather die than let anyone see whats in their packages.
Combat: Cats from Saturn avoid direct combat unless they outnumber opponents enough for the fight to be easy. They have summoned minions to do fighting for them.
Advancement: Cats from Saturn usually try to increase their magical powers, and their connections in the Far Realm. It's uncertain why, but they definitely have some sort of bidness enterprise there. Probably trading peoples brains for Space Mead or something weird like that.
Resources: The Cats from Saturn usually have only their own peculiar Guild to draw from. The other Cat Burglars are freaked out by them. Not to mention regular citizens.

CATS FROM SATURN IN THE WORLD
"For the cat is cryptic, and close to Aegyptus, and bearer of tales from forgotten cities in Meroë and Ophir. He is the kin of the jungle's lords, and heir to the secrets of hoary and sinister Africa. The Sphinx is his cousin, and he speaks her language; but he is more ancient than the Sphinx, and remembers that which she hath forgotten."
Cats from Saturn interact with the Far Realms, not our world. They only spend time here fetching whatever the hell it is they sell to the weird gut-faced critters in the Realms for...whatever it is they get in return. Plus they spend time researching spells and new powers.
Daily Life: You like scaring the locals to prevent them from looking into your operations. And scaring the not-so-locals just because. And anyone else you can find. Sometimes you practice on small animals by making their hearts explode in front of people. It always helps to increase your bad reputation.
Notables: Shub (CE Male Human Cat Burglar 1/Wizard 5/Cat from Saturn 6) is an enforcer for the cult...er ...Guild. Shubawubbawub (CE Female Human Cat Burglar 1/Wizard 5/Cat from Saturn 6) is the local Mistress of the Toadie Frogs...god alone knows what that entails, and we ain't askin'.
Organizations: The Cats from Saturn are their own organization, one mostly devoted to smuggling god knows what back and forth from the Far Realms. They are closer knit than even the regular Cat Burglar Guilds due to the extreme danger of their business. Whatever it is.

NPC Reaction
NPC's tend to poop themselves if they see you in Non-Euclidean Kitty Form. They aren't very fond of you otherwise either come to think of it.

CATS FROM SATURN IN THE GAME
This is good for campaigns if you want good and evil Cat Burglar Guilds (guess which one is the evil one?). The Saturn Cats are pretty spooky, so they tend to scare the bejeezus out of people one way or the other.
Adaptation: This could go in either a silly or a spooky campaign. Preferable a mix of both.
Encounters: PC's are only likely to encounter the Cats from Saturn in their true forms in the Far Realm. Should they raid or stumble into a Saturnian Guild by accident however things will get weird quick...

Sample Encounter
EL 12: The PC's have been hired to investigate rumors about toadlike monsters that are haunting the local fens. After much searching they come across a cult in the midst of the wetlands. And apparently it is composed of weird little vaguely catlike creatures...


Shubawubbawub
CE Female Human Cat Burglar 1/Wizard 5/Cat from Saturn 6
Init +1 (+3 Small), Senses: Listen +9, Spot +9, Low Light Vision and Scent in Kitty Form
Languages Common, Aboleth, 2 Far Realms languages
------------------------------------------------
AC 20, touch 15, flat-footed 19 (+1 Dex, +4 Deflection, +5 Armor)
AC Small 23, touch 18, flat-footed 20 (+1 Size, +3 Dex, +4 Deflection, +5 Armor)
hp 31 (12 HD)
Fort +3 (+8 w/cloak), Ref +6 (+8 Small, +11 w/cloak, +13 Small w/cloak), Will +10 (+15 w/cloak)
+3 on Willpower Saves against Fear
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Small 2 Claws +2 (1d3-3) and 1 bite -3 (1d4-3)
Base Atk +5, Grp +4 (-3 Small)
Atk Options +1d6 Sneak Attack
Combat Gear 1 Potion of Cure Serious Wounds
Spells Per Day 0: 4 (DC 13)
1: 5 (DC 14)
2: 5 (DC 15)
3: 4 (DC 16)
4: 2 (DC 17)
5: 1 (DC 18)
Caster Level 9th
Supernatural Abilities Schrodinger's Scamper (Dimension Door 3/day, Plane Shift 1/day), Summon the Toadie Frogs 2/day
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 16, Wis 12, Cha 16
Abilities Small Str 4, Dex 17
SQ Kitty Form, Purr, Trapfinding, Non Euclidean Kitty Form
Feats Augment Summoning, Combat Casting, Jibba Jabba, Spell Focus (Conjuration), Transdimensional Spell, Unnatural Will
Skills Balance +1 (+9 Small), Bluff +11, Climb -1 (+7 Small), Concentration +9, Decipher Script +7, Hide +9 (+19 Small), Intimidate +3 (+11 in NE Kitty Form), Jump -1 (+5 Small), Knowledge (Arcana, The Planes, Things Man Was Not Meant to Know) +13, Listen +9, Move Silently +9 (+15 Small), Search +11, Spellcraft +11, Spot +9, Survival +9, Use Magic Device +11

In areas of tall grass or heavy undergrowth the Hide raises to a +23
Possessions Collar of Holding, Cute Widdle Bowsies, +4 Ring of Protection, +5 Cloak of Resistance, +5 Bracers of Armor, 1 Potion of Cure Serious Wounds, 500 GP




EPIC CAT FROM SATURN

Hit Die: d4
Skills Points at Each Level : 4 + int
Spells or Psionics: Your caster or Manifester level continues to improve with Epic levels, and you gain 1 new spell or power of any level you can cast every other level stating at level 22.
Bonus Feats: The Epic Cat from Saturn gains a Bonus Feat every 3 levels higher than 20th.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
CRAZY CAT LADY

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/crazycatlady.jpg)

"Oooh's Momma's Good Widdle Piddy?? Oooh's Momma's Good Widdle Piddy??"

Crazy Cat Ladies are former Guild members who have studied animal magic (i.e. went treehugger and joined he Druids), and now run a tidy little Guild of their own composed of kitties (although what the Guild does varies heavily, they aren't usually sinister).

BECOMING A CRAZY CAT LADY
A level of Cat Burglar, and plenty of Druid levels fits you right in.

ENTRY REQUIREMENTS
Gender: Female
Class Abilities: Kitty Form
Spells: Must be able to cast at least 3rd level Druid spells
Skills: Knowledge (Nature) 8 Ranks, Knowledge Local 4 Ranks
Feats: Animal Affinity


Class Skills
The Crzay Cat Lady's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d6

[PRE] BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Behold Mah Fuzzy Minions
2. +1 +0 +0 +3 Kitties Are Mah Fwiend +1, +1 Level of Divine Spellcasting Class
3. +2 +1 +1 +3 NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
4. +3 +1 +1 +4 Behold Mah Fuzzy Minions, +1 Level of Divine Spellcasting Class
5. +3 +1 +1 +4 Kitties Are Mah Fwiend +2, +1 Level of Divine Spellcasting Class
6. +4 +2 +2 +5 NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
7. +5 +2 +2 +5 Behold Mah Fuzzy Minions, +1 Level of Divine Spellcasting Class
8. +6 +2 +2 +6 Kitties Are Mah Fwiend +4, +1 Level of Divine Spellcasting Class
9. +6 +3 +3 +6 NOOO! Not Mah Kittehs!, +1 Level of Divine Spellcasting Class
10.+7 +3 +3 +7 Mommie's Here Pumpkin[/PRE]

Weapon Proficiencies: Crazy Cat Ladies gain no new weapon or armor proficiencies.

Behold Mah Fuzzy Minions (Su): At 1st level you may summon 1d6 housecats as a Standard Action for 1 hour per caster level (this works in all other ways like Summon Nature's Ally I). You may do this 3 times per day.

At 4th level you may cast the spell Awaken once per day as a Supernatural Ability, but it only affects cats. Additionally the children of these cats will inherit their parents Awakened status.

At 8th level when you summon your Housecats they may be summoned with any 1 Template of up to +2 CR on them.

Kitties Are Mah Fwiend (Ex): At 2nd level you get a +1 Circumstance Bonus to all Charisma based skill checks when dealing with felines of any sort (including Outsiders, Magical Beasts, Monstrous Humanoids, etc). Unsentient felines (i.e. those with an Int of 2 or less) are automatically friendly towards you so long as you treat them and all other felines well while they are about.

This bonus increase to +2 at level 5, and +4 at level 8.

NOOO! Not Mah Kittehs! (Su) At 3rd level you may "lose" any spell you have prepared for the day, and cast any Cure spell of a similar or lower level on yourself or any feline (fellow Cat Burglars in Kitty Form included).

At 6th level you may "lose" any spell you have prepared for the day to grant all feline Allies within 30' a Deflection Bonus to their Armor Class equal to the spells level. This is a Standard Action, lasts 3 rounds plus 1 round per point of Charisma Modifier, and remains in effect if the Ally goes outside of the initial 30' range.

At 9th level you may "lose" any spell you have prepared for the day to teleport any feline Ally within sight up to 10' per spell level as a Standard Action.

Mommie's Here Pumpkin (Su): At 10th level you may "lose" any spell of 7th level or higher to cast Resurrection on any feline Ally you are able to touch as a Full Round Action.

PLAYING A CRAZY CAT LADY
Remember: People think you're crazy, so be crazy. Crazy old women are harmless. Spooky, determined old women are witches. You don't want to be mistaken for the second one. Cats are nature's most perfectest creatures as well. They're better than people, and you wish you were one full time. AHAHAHAHAHAHAHA!!!!!
Combat: Crazy Cat ladies aren't fighters, and will usually flee if they can. They will only fight to protect their beloved kitties from harm.
Advancement: Advancement generally is fairly individualistic, and depends on each Cat Ladies actual goals for her organization.
Resources: Some Cat Ladies can still call on the Cat Burglars for help, or from her Druid teachers.

CRAZY CAT LADY'S IN THE WORLD
"You see Eleanor today? She's talking to the trees now. Guess the hundred cats she has isn't enough to keep her company anymore."
You do your best to make the world believe your a daffy old woman (or maybe a daffy young woman depending on age, crazy is the unifying theme here). Little things like talking to cats (who are probably in on the act), scolding inanimate objects, going nuts and screaming at people randomly...
Daily Life: Your day is usually dominated by training new kitties, and running the Guild. Or taking care of whatever mundane business it is you use to convince the mundanes to give you subsistence money and leave you alone.
Notables: Eleanor Abernathy (CN Human Female Cat Burglar 1/Druid 5.Crazy Cat Lady 6) seems to be a kindly old lady who adopts all the local strays or any surplus kittens families don't want. And she's appears to be at least mildly insane. Oxana Askenov (Cat Burglar 1/Druid 5/Crazy Cat Lady 6) appears to be a mild mannered veterinarian...
Organizations: Crazy Cat Ladies tend to head their own small organizations, running Guilds of Awakened cat spies. They usually see each other as competition.

NPC Reaction
NPC's think your out of your mind at worst, and mildly senile at best. Which is good. No one expects the crazy old lady at the end of the road to be a spymaster.

CRAZY CAT LADY'S IN THE GAME
Little old ladies everywhere will not thank you for ruining their good name.
Adaptation: This is perfectly adaptable to horror campaigns as well as silly ones.
Encounters: PC's will usually encounter Crazy Cat Ladies in odd circumstances (i.e. be accosted by them at social functions like town fairs and such). Or maybe they're referred to one cause their pet kitty is hurt. Most won't have a clue who or what they've encountered until much later.

Sample Encounter
EL 12: "Potions for sale!! Potions for sale!! Old woman who is definitely NOT crazy has potions for sale!! Smite your enemies and loved ones with potions for sale!!"


Eleanor Abernathy
CN Female Human (Cat Burglar 1/Druid 5/Crazy Cat Lady 6)
Init +1 (+3 Small), Senses: Listen +8, Spot +8, Low Light Vision and Scent in Kitty Form
Languages Common, Sylvan, Druidic
------------------------------------------------
AC 19, touch 15, flat-footed 18 (+1 Dex, +4 Deflection, +4 Armor)
AC Small 22, touch 18, flat-footed 19 (+1 Size, +3 Dex, +4 Deflection, +4 Armor)
hp 47 (12 HD)
Fort +6, Ref +6 (+8 Small), Will +12
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Quarterstaff +7 (1d6)
Melee Small 2 Claws +7 (1d3-3) and 1 Bite +2 (1d4-3)
Ranged +1 Sling +9 (1d4+1)
Base Atk +7, Grp +6
Atk Options +1d6 Sneak Attack
Combat Gear 2 Potions of Flight, 2 Potions of Haste, 2 Potions of Heroism, 2 Remove Curse Potions, 2 Cure Serious Wounds Potions, 2 Nondetection Potions, 1 Potion of Greater Magic Fang +2
Spells Prepared 0: 6/day, DC 13
1st: 5/day, DC 14
2nd: 5/day, DC 15
3rd: 4/day, DC 16
4th: 3/day, DC 17
5th: 2/day, DC 18
Supernatural Abilities Behold Mah Fuzzy Minions!, NOOO! Not Mah Kittehs!
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 16, Cha 16
Abilities Small Str 4, Dex 17
SQ Animal Companion (Heavy Horse), Kitty Form, Nature Sense, Purr, Trapfinding, Resist nature's Lure, Trackless Step, Wild Empathy, Wild Shape 1/day, Woodland Stride, Kitties are Mah Fwiend +2
Feats Animal Affinity, Augment Summoning, Brew Potion, Natural Spell, Persuasive, Spell Focus (Conjuration)
Skills Bluff +10, Concentration +5, Craft (Alchemy) +9, Gather Information +8, Handle Animal +10, Heal +8, Hide +6 (+16 Small), Knowledge (Local, Nature +9), Intimidate +5, Listen +8, Move Silently +6 (+14 Small), Ride +5 (+7 Small), Sense Motive +8, Spellcraft +6, Spot +8, Survival +8, Use Magic Device +8

Additional Bonus to Hide checks in undergrowth or tall grass in Kitty Form
Possessions Vanisher Cloak, Silkslick Belt, Collar of Holding, Cute Widdle Bowsies, Dimension Stride Boots, Stunshot Sling, Rod of Cats, +4 Bracers of Armor, 2 Potions of Flight, 2 Potions of Haste, 2 Potions of Heroism, 2 Remove Curse Potions, 2 Cure Serious Wounds Potions, 2 Nondetection Potions, 1 Potion of Greater Magic Fang +2, 150 GP


Fwuffy
Neutral Heavy Horse
Init +2, Senses: Listen +5, Spot +5, Low Light Vision, Scent
------------------------------------------------
AC 16, touch 11, flat-footed 14 (-1 Size, +2 Dex, +5 Natural)
hp 32 (5 HD)
Fort +6, Ref +6, Will +2
------------------------------------------------
Speed 50 ft. (10 squares)
Melee 2 Hooves +1 (1d6+1)
Base Atk +3, Grp +10
-----------------------------------------------
Abilities Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
SQ Low Light Vision, Scent, Link, Share Spells, Evasion
Feats Endurance, Run
Skills Listen +5, Spot +45

Life with Eleanor has made Fluffy an unusual horse. To be blunt, he believes he is a cat. Watching a horse try to meow is kinda spooky. Watching one try to clean itself with its tongue is just terrifying.



EPIC CRAZY CAT LADY

Hit Die: d6
Skills Points at Each Level : 4 + int
Kitties Are Mah Fwiend The Crazy Cat Ladies Bonus increases by +2 at level 22 and every 3 levels thereafter.
Spells The Crazy Cat Lady's Caster Level is equal to her Druid plus her CCL Levels -2. You do not gain additional spells after 20th level.
Bonus Feats: The Epic Crazy Cat Lady gains a Bonus Feat every 3 levels higher than 20th.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
CRITTER

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/chikin.jpg)

"I'm a chikin! Yup. Yup. Chikin. BAAAAWWKK BAWK BUCUCCK!"

Critters are master shapechangers that are usually popular in areas where the Cat Burglar Guilds have been discovered and can no longer rely on their kitty disguises...

BECOMING A CRITTER
Most Critters are Cat Burglars who prestige out after being caught.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Diminutive)
Skills: Balance 4 ranks, Climb 4 ranks, Jump 4 ranks, Listen 4 ranks, Spot 4 ranks, Survival 4 ranks, and Swim 4 ranks.


Class Skills
The Critters class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d6

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +0 Im a Chikin LOL<br /> 2. +1 +0 +3 +0 Im a Badger LOL<br /> 3. +2 +1 +3 +1 Im a Tertle LOL<br /> 4. +2 +1 +4 +1 Im a Frawg LOL<br /> 5. +3 +1 +4 +1 Im a Skwirl LOL<br /> 6. +4 +2 +5 +2 Im a Skawnk LOL<br /> 7. +5 +2 +5 +2 Im a Mole LOL<br /> 8. +5 +2 +6 +2 Im a Buzzerd LOL<br /> 9. +6 +3 +6 +3 Im a Snayk LOL<br /> 10.+7 +3 +7 +3 Im a Sumthin LOL

Weapon Proficiencies:Critters gain no new weapon and armor proficiencies.

Im a Chikin LOL(Su): Your Kitty Form is expanded. You may now imitate ANY animal of Small, Tiny, or Diminutive Size. Stats are the same as your Kitty Form. If it doesn't have the same attacks as a kitty, relax the claws are retractable or something.

Im a Badger LOL(Su): Your Kitty Form can now be designed for power instead of grace. Stats in Small Kitty Form are +4 Strength, -4 Dex. Stats in Tiny Kitty Form are +2 Str, -2 Dex. Stats in Diminutive Kitty Form are unchanged. You may choose either the normal set of stat changes in Kitty Form, or this set when you transform. Switching between stat changes is a Move equivalent action.

Im a Tertle LOL(Su): Your Kitty Form can now be designed for protection instead of grace. Stats in Small Kitty Form are -2 Strength, +4 Natural Armor Bonus. Stats in Tiny Kitty Form are -4 Str, -2 Dex, +8 Natural Armor Bonus. Stats in Diminutive Kitty Form are -6 Str, -4 Dex, +12 natural Armor Bonus. You may choose either the normal set of stat changes in Kitty Form, or this set when you transform. Switching between stat sets is a Move equivalent action.

Im a Frawg LOL(Su): You may now imitate fish and frogs more fully. While in Kitty Form you gain the Aquatic subtype and the Amphibious ability. You also have a Swim Speed equal to your land speed, and may use the Run action while swimming in a straight line. You gain a +8 Racial Bonus to Swim checks, and can always take 10 on a Swim Check (even if threatened or endangered) while in Kitty Form.

Im a Skwirl LOL(Su): While in Kitty Form you gain the use of the Brachiation Feat (see Complete Adventurer), and have a Climb Speed equal to your Base Land Speed.

Im a Skawnk LOL(Su): While in Kitty Form you may now spray foes to your rear as a Standard Action. This is a 10' long Line attack that only effects living creatures with a sense of smell. Opponents in the cloud must make a Fortitude Save (DC is 10 plus half your Hit Dice plus your Constitution modifier) or be Nauseated for 1d6 rounds. In addition anyone tracking them by Scent has a +8 Circumstance Bonus to the Survival skill checks.

Im a Mole LOL(Su): You may now imitate burrowing animals more fully. While in Kitty Form you now have a Burrow Speed equal to half your Land speed.

Im a Buzzerd LOL(Su): You may now imitate birds more fully. While in Kitty Form you gain a Flight Speed equal to double your Land Speed, with Good maneuverability.

Im a Snayk LOL(Su): You may now imitate snakes and poison critters more fully. In Kitty Form your Bite Attack is now venomous. Initial and Secondary Damage depends on your Size (Small is 1d4 Strength, Tiny is 1d3 Strength, Diminutive is 1d2 Strength). Save DC is 10 plus half your Hit Dice plus your Constitution Modifier.

Im a Sumthin LOL(Su): At 10th level you gain the Shapeshifter Subtype. You are considered an animal for purposes of spells that would enhance animals in a positive way temporarily (such as Animal Growth).

PLAYING A CRITTER
Critters are pretty much like regular Cat Burglars, except you'll be imitating a lot more than pets, and have to deal with a lot of superstitious easily terrified yahoos.
Combat: Much like the regular Cat Burglar you still aren't much of a frontline combatant. At higher levels you do get some options though...
Advancement: Critters aren't usually that much different than regular Cat Burglars as far as Advancement goes.
Resources: As usual Critters have the Cat Burglar Guilds.

CRITTERS IN THE WORLD
"Mah chikins turned into cats today. I KNEW THEY WUZ ALIENS MARTHA! I KNEW IT!! BET YOU DON'T MIND THE METAL HATS NOW HUH?!?!?!"
Critters try to fade into the background and hope people don't realize they're there. After all if they're in the local Guilds, secrecy has been compromised somehow, and they need to disguise themselves as animals other than cats. That having been said some of them being caught transforming have created some interesting rumors...
Daily Life: You get up. Become a chicken. Spy on farmers. Shapechange into cat while unknowingly being observed. Causing rumor that the local chickens are evil shapeshifting devil beasts and must die. You observe the Great Chicken Massacre of '06 with much confusion. You become a squirrel. You get adopted by a crazed old woman who "rescues you from a tree". Despite the fact that squirrels live in trees. She dresses you in doll clothes. You suddenly realize that this is what hell must be like. Eminent escape is planned...
Notables: Butterscotch (CN Male Human Cat Burglar 6/Critter 6) is one of the last of his Guild, and hellbent on revenge. The Pine Woods Chikin (CN Male Human Cat Burglar 3/Scout 3/Critter 6) appears a chicken haunting the local pine Woods Forest. For some reason the locals are completely terrified of him.
Organizations: Like many other specialists the Critters are pretty much a brotherhood of their own within the Cat Burglar Guilds.

NPC Reaction
Despite the Cat Burglars being exposed, most people believe they can only become cats. So obviously you're some insidious monster from another Plane of existence hellbent on their destruction. You really should use this somehow...

CRITTERS IN THE GAME
Critters will probably cause immense paranoia and witch hunts if caught. Beyond that they'll inspire lots of funny incidents.
Adaptation: Truly this is a silly one, but you might find ways to adopt it into a non humorous campaign.
Encounters: Are there any animals of Small size class or smaller in the immediate area? If so you may now be encountering the Critters...

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: "Lookie here mister...you can't go inta thet thar forest. There's a Chikin in thet forest. It'll gitcha!!! Awright but don' say we didn't warn ye."



The Pine Woods Chikin
CN Male Human Cat Burglar/Scout 3/Critter 6
Init +4 (+6 Sm, +2 Sm Ba, +4 Sm, Te, +7 Ti, +3 Ti Ba, +3 Ti Te, +8 Di, +4 Di Ba, +2 Di Te), Senses: Listen +7, Spot +7, Scent and Lowlight Vision in Kitty Form
Languages Common
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AC 18, touch 15, flat-footed 15 (+3 Dex, +3 Armor, +2 Deflection)
AC Small 21, touch 18, flat-footed 16 (+1 Size, +5 Dex, +3 Armor, +2 Deflection)
AC Small Badger 17, touch 14, flat-footed 16 (+1 Size, +1 Dex, +3 Armor, +2 Deflection)
AC Small Tertle 23, touch 16, flat-footed 20 (+1 Size, +3 Dex, +4 Natural, +3 Armor, +2 Deflection)
AC Tiny 23, touch 20, flat-footed 17 (+2 Size, +6 Dex, +3 Armor, +2 Deflection)
AC Tiny Badger 19, touch 16, flat-footed 17 (+2 Size, +2 Dex, +3 Armor, +2 Deflection)
AC Tiny Tertle 27, touch 16, flat-footed 25 (+2 Size, +2 Dex, +8 Natural, +3 Armor, +2 Deflection)
AC Diminutive 26, touch 23, flat-footed 19 (+4 Size, +7 Dex, +3 Armor, +2 Deflection)
AC Siminutive Badger 22, touch 19, flat-footed 19 (+4 Size, +3 Dex, +3 Armor, +2 Deflection)
AC Diminutive Tertle 32, touch 17, flat-footed 31 (+4 Size, +1 Dex, +12 Natural, +3 Armor, +2 Deflection)
hp 69 (12 HD)
Fort +7, Ref +14 (+16 Sm, +12 Sm Ba, +14 Sm Te, +17 Ti, +13 Ti Ba, +13 Ti Te, +18 Di, +14 Di Ba, +12 Di te), Will +5
Evasion, Battle Fortitude +1, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares), Also has Climb 30', Swim 30', and Brachiation in Kitty Form.
Melee +2 Short Sword +13/+8 (1d6+1)
Melee Small 2 Claws +14 (1d3-3) and 1 Bite +9 (1d4-3)
Melee Small Badger 2 Claws +9 (1d3+1) and 1 Bite +4 (1d4)
Melee Small Tertle 2 Claws +11 (1d3-2) and 1 Bite +6 (1d4-2)
Melee Tiny 2 Claws +16 (1d2-4) and 1 Bite +11 (1d3-4)
Melee Tiny Badger 2 Claws +12 (1d2) and 1 Bite +7 (1d3)
Melee Tiny Tertle 2 Claws +12 (1d2-3) and 1 Bite +7 (1d3-3)
Melee Diminutive 2 Claws +19 (1 point) and 1 Bite +14 (1d2-4)
Melee Diminutive Badger 2 Claws +15 (1 point) and 1 Bite +10 (1d2-1)
Melee Diminutive Tertle 2 Claws +14 (1 point) and 1 Bite +9 (1d2-4)
Ranged +2 Short Bow +13 (1d6+2)
Base Atk +8, Grp +7 (+5 Sm, +10 Sm Ba, +6 Sm Te, +4 Ti, +8 Ti Ba, +5 Ti Te, +4 Di, +7 Di Ba, +4 Di Te)
Atk Options +1d6 Sneak Attack, Skirmish (+2d6, +1 AC), I'm a Skawnk LOL
Combat Gear 4 Cure Serious Wounds Potions
-----------------------------------------------
Abilities Str 9, Dex 16, Con 14, Int 10, Wis 12, Cha 14
Abilities Small Str 5, Dex 20
Abilities Small Badger Str 13, Dex 12
Abilities Small Tertle Str 7, Dex 16
Abilities Tiny Str 3, Dex 22
Abilities Tiny Badger Str 11, Dex 14
Abilities Tiny Tertle Str 5, Dex 14
Abilities Diminutive Str 2, Dex 24
Abilities Diminutive Badger Str 9, Dex 16
Abilities Diminutive Tertle Str 3, Dex 12
SQ Purr, trapfinding, Kitty Form, Trackless Step, Fast Movement, I'm a Chikin/Badger/Tertle/Frawg/Skwirl LOL
Feats Anklebiter, Bouncies, Fwuffy, Jibba, Jabba, Mouser, Weapon Finesse
Skills Balance +9 (+19 Sm, +20 Ti, +21 Di), Climb +9 (+15 Sm, +16 Ti, +17 Di), Escape Artist +9 (+11 Sm, +12 Ti, +13 Di), Hide +9 (+19 Sm, +24 Ti, +29 Di), Jump +5 (+11 Sm, +9 Ti/Di), Knowledge (Local, geography, Nature) +4, Listen +7, Move Silently +9 (+15 Sm, +16 Ti, +17 Di), Search +6, Sense Motive +7, Spot +7, Survival +7, Swim +5 (+3 Sm, +1 Ti/Di), Tumble +9 (+11 Sm, +12 Ti, +13 Di), Use Magic Device +8
Editors Note: Ill let you do the math for the Badger/Tertle forms. Otherwise I think I'm gonna hit the space limits.

+4 additional Bonus to Hide Checks in undergrowth or tall grass in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Bag of Endless Caltrops, Survival Pouch, +1 Menacing Leather Armor, Luck Blade (0 wishes), +2 Shortbow, +2 Ring of Protection, Tan Bag of Tricks, 4 Cure Serious Wounds Potions, 250 GP


EPIC CRITTER

Hit Die: d6
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Critter gains a Bonus Feat every 2 levels higher than 20th.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
DARTH PUDDYTATSES

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/DarthPuddytat.jpg)

Furby:"John the Fishers son must die. How shall we do this?"
Skwoosh: "I know lets make him poop his own spleen. Someone has to have 10th level in this Prestige Class. How about you Pibbles?"
Pibbles: "Umm...."
Pibbles: "What the hells a spleen?"
Furby: "How did you even get invited to this club?"

The Darth Puddytatses are a group of psionically endowed Cat Burglars who act as enforcers and assassins for the guild.

BECOMING A DARTH PUDDYTAT
Most Darth Puddytats have a few levels in both Psychic Warrior or Lurk and Cat Burglar.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form and either Lurk Augments or the ability to manifest powers for the Psychic Warrior list
Skills: Autohypnosis 6 ranks, Knowledge (Psionics) 6 ranks
Base Attack Bonus: +4 BAB
Feats: I Got Looks And Brains
Alignment: Can't be Good or Lawful.

Class Skills
The Darth Puddytatse's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (dex), Search (Int), Spot (Wis), Tumble (Dex)
Skills Points at Each Level : 4 + int

Hit Dice: d6

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +2 These are not the Kitties You're Looking For<br /> 2. +1 +1 +3 +3 Light Saber, +1 Manifester Level<br /> 3. +2 +1 +3 +3 Force Boing<br /> 4. +3 +1 +4 +4 Hairballs Will Be Fine, +1 Manifester Level<br /> 5. +3 +2 +4 +4 No Really It's a Light Saber<br /> 6. +4 +2 +5 +5 I Find Your Lack of Faith....To Be A Reasonably Good Excuse to Use This, +1 Manifester Level<br /> 7. +5 +2 +5 +5 Please Don't Sue<br /> 8. +6 +3 +6 +6 Use The Force Snookums, +1 Manifester Level<br /> 9. +6 +3 +6 +6 Static Cling Is A Pain When You Have Fur<br /> 10.+7 +3 +7 +7 Make Them Poop Their Own Spleen, +1 Manifester Level

Weapon Proficiencies: Darth Puddytatses gain no new weapon or armor proficiencies.

Manifester Level: At each even numbered level you gain new power points and access to new Powers as if you had gained another level in your Manifesting class. You do not however gain any other class abilities of the class.

These Are Not The Kitties You Are Looking For (Ps): You may use Psionic Suggestion a number of times per day equal to their Charisma Modifier as a Psilike Ability. Manifester Level is equal to Hit Dice.

Light Saber (Su): At 2nd level you construct a psionic focus that you can use to project a blade of force. It will only work for people that have this ability, costs 50 GP, and you can wield it despite inexplicably having no thumbs (its almost like its strapped to your paw). It does damage as a +1 Longsword (if wielded in Kitty Form it does 1d6 if Small, 1d4 if Tiny, and 1d3 if Diminutive). You use you Charisma modifier instead of Strength to determine the bonus to your to hit and damage rolls with the Saber. The damage is Force damage, and ignores Damage Reduction. Activating or Deactivating the focus is a Free Action. You may use weapon based Feats as though it were a Longsword.

Force Boing (Su): You may jump up to 50' without a Jump check as a Psilike ability a number of times per day equal to your Charisma Modifier.

Hairballs Will Be Fine (Ps): You may use False Sensory Input as a Psilike Ability a number of times per day equal to your Charisma Modifier. Manifester Level is equal to Hit Dice.

No Really It's a Light Saber (Su): Your Light Saber is now a +2 Keen Longsword.

I Find Your Lack of Faith....To Be A Reasonably Good Excuse to Use This (Ps): A number of times per day you may Force Choke a victim within 30' as a Psilike Ability. They must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or begin to suffocate after 2 rounds (see DMG page 304) and is also held immobile in her square (considered to be paralyzed). The victim gets another save each round to break the choke. If they do, another daily use must be used to restart it. The Darth Puddytat must make a Concentration check if he is distracted by a spell or damage similar to a Power whose duration is Concentration. Equivalent of a 5th level Power.

Please Don't Sue (Su): Once per turn you may now deflect any ranged attack with your Light Saber that specifically targets you if you make a DC 20 Reflex Save. You must be aware of this attack, and not flat-footed. Deflecting the attack doesn't count as an Action. If the attack has an Enhancement Bonus the Save DC increases by that amount.

Use The Force Snookums (Su): Once per day you may gain a +20 Bonus to one roll as a Swift Action. You must announce you are using this ability before making the roll.

Static Cling Is A Pain When You Have Fur (Ps): You may unleash a blast of Force Lightning a number of times per day equal to your Charisma Modifier as a Psilike Ability. This works like the Energy Cone power, but it does Force damage, and Manifester Level is equal to your Hit Dice.

Make Them Poop Their Own Spleen (Su): A number of times per day equal to your Charisma Modifier you may use this ability. You must make a Touch Attack against an opponent. If you miss, the use of this ability is expended. If you hit he must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier). if he fails, the next time he answers a "call of nature" (or 24 hours later if his race doesn't do that sort of thing) he dies as he poops his own spleen (or similarly important organ if he has no spleen). If he succeeds he takes 3d6 damage instead as his Spleen (or similar organ) gives his Pancreas a damned good thrashing.

PLAYING A DARTH PUDDYTAT
You are the consummate professional assassin. Or at least you desperately want people to believe that. A good deal of your reputation comes from hypnotizing witnesses into playing up how powerful you were.
Combat: Make sure to optimize your Light Saber attacks as it will be your main weapon of choice. Ability Focus and a few Feats to enhance your abilities wouldn't hurt either.
Advancement: Most Darth Puddytats are similar except in regards to their choice of Powers and Feats. Many love the more esoteric Feats available to them, and they go out of their way to be exotic and different.
Resources: Besides the Cat Burglar Guilds, you always have the brothers to call on. If they're in the mood. And not hiding out from whoever they've ticked off now. Or not drunk.

DARTH PUDDYTATS IN THE WORLD
"You cats stay away from mah spleen! Its mah spleen dammit! You get your own!"
The Darth Puddytats are an elite group. In their own minds anyway. The rest of the world looks upon them as killers with a screw loose and a bizarre sense of humor.
Daily Life: Your life is training, training, training. When you aren't training you're going on assignments for the Master. When you aren't going on assignments for the Master you're covering for his drunken debauchees. When you aren't covering for his drunken excesses you're committing your own.
Notables: Darth Poopsie (CE Male Human Cat Burglar 2/Psychic Warrior 4/Darth Puddytat 6) is the personal assassin of a local noble, much to the chagrin of the brotherhood. he should be working for them. He may need...reminded. Darth Pibbles (CN Male Human Cat Burglar 2/Psychic Warrior/Darth Puddytat 6) is a well meaning but brutally dumb Puddytat. Most people wonder how he manages to walk and breathe simultaneously, let alone complete all his missions so...successfully. Obviously he must have the devils own luck. Or he's lying about being dumb.
Organizations: The Darth Puddytats are like a fraternity. They can always count on one another for lodging or help in a tight spot. Supposedly...

NPC Reaction
Most NPC's have the crap scared out of them just by thinking about the Darth Puddytats. They get the blame for ANYTHING that goes wrong in their area. If someone dies, they did it. If the cows wont milk, it had to be them. If your wife isn't in the mood, etc, etc.

DARTH PUDDYTATSES IN THE GAME
A class of elite psychic warrior kitties will tend to make people a bit more afraid of cats than normal. Like they should be. We're lookin' at you Steve.
Adaptation: This one will be specific to silly campaigns considering that it's partially a parody of pop culture. Of course you can always rename it and just change the fluff to make it serious.
Encounters: PC's will usually encounter the Darth Puddytats if they are sent to kill them or someone they know.

Sample Encounter

EL 12: "Ya'll owe mah friend Darth Frootay 40 thousand gold pieces. Less'n you wanna see what color yer own organs are, Ah suggest you pay up by noon tomorree."


Darth Pibbles
CN Human Male Cat Burglar 2/Lurk 4/Darth Puddytat 6
Init +4 (+6 Small, +7 Tiny, +8 Diminutive), Senses: Listen +7, Spot +7, Low Light Vision and Scent in Kitty Form
Languages Common
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AC 22, touch 16, flat-footed 20 (+2 Dex, +4 Deflection, +6 Armor)
AC Small 25, touch 19, flat-footed 21 (+1 Size, +4 Dex, +4 Deflection, +6 Armor)
AC Tiny 27, touch 21, flat-footed 22 (+2 Size, +5 Dex, +4 Deflection, +6 Armor)
AC Diminutive 30, touch 24, flat-footed 24 (+4 Size, +6 Dex, +4 Deflection, +6 Armor)
hp 42 (12 HD)
Fort +3, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +10
Evasion
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Speed 30 ft. (6 squares)
Melee Light Saber +13/+8 (1d8+5/17-20)
Melee Small 2 Claws +11 (1d3-3) and 1 Bite +6 (1d4-3) or Light Saber +14/+9 (1d6+5/17-20)
Melee Tiny 2 Claws +12 (1d2-4) and 1 Bite +7 (1d3-4) or Light Saber +15/+10 (1d4+5/17-20)
Melee Diminutive 2 Claws +14 (1 point) and 1 Bite +9 (1d2-4) or Light Saber +17/+12 (1d3+5/17-20)
Base Atk +8, Grp +7 (+1 Small, -3 Tiny, -8 Diminutive)
Atk Options +1d6 Sneak Attack, +1d6 Psionic Sneak Attack, Lurk Augments 9/day, Initiative Boost
Combat Gear 6 Potions of Cure Serious Wounds, 6 Potions of Haste, 6 Potions of Eagles Splendor, 2 Potions of Protection from Arrows (15/Magic), 1 Remove Curse Potion
Powers Known 1st (DC 13): Defensive Precognition, Offensive Precognition, Offensive Prescience
2nd (DC 14): Body Equilibrium, Cloud Mind, Detect Hostile Intent
3rd (DC 15): Escape Detection, Touchsight, Ubiquitous Vision
Manifester Level 9, Power Points 22

Supernatural Abilities These Are Not the Kitties You're Looking For, Force Boing, Hairballs WIll Be Fine, Light Saber, I Find Your Lack of Faith...
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Abilities Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 16
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Purr, Kitty Form, Trapfinding, 36 Power Points
Feats Anklebiter, Combat Manifestation, Extra Lurk Augment, I Got Looks and Brains, Lurk Master, Weapon Finesse
Skills Autohypnosis +11, Balance +8 (+18 Small, +19 Tiny, +20 Diminutive), Bluff +7, Climb +6 (+12 Small, +13 Tiny, +14 Diminutive), Concentration +10, Escape Artist +6 (+8 Small, +9 Tiny, +10 Diminutive), Hide +8 (+18 Small, +23 Tiny, +28 Diminutive), Jump +5 (+10 Small, +9 Tiny or Diminutive), Knowledge (Psionics) +12, Listen +7, Move Silently +8 (+14 Small, +15 Tiny, +16 Diminutive), Psicraft +6, Search +8, Spot +7, Tumble +8 (+10 Small, +11 Tiny, +12 Diminutive), Use Psionic Device +7

Additional +4 to Hide checks in tall grass or undergrowth
Possessions Collar of Holding, Cute Widdle Bowsies, +4 Ring of Protection, +6 Bracers of Armor, 6 Potions of Cure Serious Wounds, 6 Potions of Haste, 6 Potions of Eagles Splendor, 2 Potions of Protection from Arrows (15/Magic), 1 Remove Curse Potion, 700 GP


EPIC DARTH PUDDYTATSES

Hit Die: d8
Skills Points at Each Level : 6 + int
Manifester Level The Epic Darth Puddytats Manifester level increases by 1 every other level, but he does not gain new powers. He does gain an additional 3 power points per level.
Bonus Feats: The Epic Darth Puddytatses gains a Bonus Feat every 3 levels higher than 20th
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
FENCEPOST YOWLER

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/fencepostyowler.jpg)

"REEEEEOOWOWOWOWOWOWOWOWW!!!"

You are a backup for the other Cat Burglars, and a living instrument of vengeance when someone needs harassment (particularly at night when they could be sleeping).

BECOMING A FENCEPOST YOWLER
Fencepost Yowlers start as Cat Burglars, and then become Bards taking up the secret art of yowling...

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Tiny), Inspire Competence
Feats: Dodge, I Must Shout My Love From The Fencepost Wall
Skills: Perform (Yowling) 8 Ranks


Class Skills
The The Fencepost Yowler's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcane, Local, Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha)
Skills Points at Each Level : 6 + int

Hit Dice: d6

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +2 Yowling<br /> 2. +1 +0 +3 +3 Dodge Audience (+2)<br /> 3. +1 +1 +3 +3 Inspire Annoyance<br /> 4. +2 +1 +4 +4 Yowling<br /> 5. +2 +1 +4 +4 Dodge Audience (+4)<br /> 6. +3 +2 +5 +5 Inspire Hatred<br /> 7. +3 +2 +5 +5 Dodge Audience (+6)<br /> 8. +4 +2 +6 +6 Yowling<br /> 9. +4 +3 +6 +6 Inspire Death<br /> 10.+5 +3 +7 +7 Yowling Doom

Weapon Proficiencies: Fencepost Yowlers gain no new weapon or armor proficiencies.

Yowling (Su): You gain a limited number of spells that you can use as Supernatural Abilities. At 1st level you can cast Dirge of Discord 3 times per day. At 4th level you can cast Shout 3 times per day. At 8th level you can cast Song of Discord 3 times per day.

Dodge Audience (Ex): You gain a Dodge Bonus against anyone affected by your Yowling or Inspire abilities. This Bonus is +2 at 2nd level, +4 at 5th level, and +6 at 7th level. This stacks with other Dodge bonuses.

Inspire Annoyance(Su): A 3rd level Yowler with 9 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Annoyance. The victim must be within 30 ft., and able to hear the Yowler. If he fails the Willpower Save (see Bardic music, Players Handbook page 29) the opponent cannot sleep for 24 hours. Used continuously this can easily exhaust an opponent and wear them down. Remove Curse will successfully allow the victim to sleep. In addition your Bard and Fencepost Yowler levels stack for purposes of determining how many times per day you may use Bardic Music.

Inspire Hatred(Su): A 6th level Yowler with 12 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Hatred. Any opponent within 30' that can hear the Yowler must make a Willpower Save (See Bardic music, Players Handbook page 29) or go berserk with fury. They gain all of the negative abilities of a Barbarian's Rage (penalty to AC, inability to perform certain actions, etc, see page 25 of the Player's Handbook), but none of the positive ones (better stats, etc). It lasts 3 rounds plus one round per point of the Yowlers Charisma modifier. During that time the victims will do nothing but attempt to kill the Yowler, or at least try to run over obstacles in their path to get to him.

Inspire Death(Su): A 9th level Yowler with 15 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to Inspire Death. The Yowler can only use this ability on someone he has successfully used his Inspire Annoyance ability on for 3 or more consecutive days. Unless his opponent makes a Willpower Save (DC is 10 plus half character level plus Charisma modifier) it is affected as if by a Finger of Death spell (caster level is equal to Yowler's character level) as it undergoes massive cardiac arrest from sheer anger.

Yowling Doom(Su): A 10th level Yowler with 18 or more Ranks in Perform (Yowling) can use one daily use of his Bardic music to unleash a mighty screech decimating his foes. Foes (and only foes) within 30' must make Fortitude Saves (DC is 10 plus 1/2 character level plus Charisma modifier) or take 10d6 Sonic damage. If the Save is successful he takes half damage, if he fails automatically (rolls a 1) he is also permanently deafened.

PLAYING A FENCEPOST YOWLER
Ever known that guy who was great to his friends but a total and complete jerk to everyone else? Well you are that guy! If anyone messes with your kitties, his sleep is now optional.
Combat: Yowlers aren't really combatants so much as spoilers. You ensure the guys fighting on your side win, by distracting or messing with the guys on the other side.
Advancement: Concentrate on the Performance (Yowling), and it shall reward you.
Resources: You have the Guild and your fellow Yowlers.

FENCEPOST YOWLERS IN THE WORLD
"YOU _______ ___________ IF I EVER GET MY HANDS ON YOU I'M GONNA MAKE YOU INTO A FRICKIN SUIT!!!!"
You have many fans among the Guilds, but not so many outside them. Yowling is an art form lost on the ignorant masses.
Daily Life: "Journal entry 346: I have kept the human known as 'Dilbob' awake now for 76 hours straight as per my instructions. Have noticed him beginning to crack. Can't wait to see how second shift does." Most of your time is spent harassing the guilds enemies by preventing their sleep, or backing them up on missions that may require your talents.
Notables: Divaness (CN Human Female Cat Burglar 1/Bard 5/Fencepost Yowler 6) is the top Guild punisher of her city. Maestro (CE Elf Male Cat Burglar 1/Bard 5/Fencepost Yowler 6) is her former arch rival, now exiled from the Guild for betrayal.
Organizations: Yowlers are an informal organization of sorts. They help each other and look out for one another, and are sometimes more loyal to their fellow Yowlers than other Guild members.

NPC Reaction
"SHUUUUUUUUTTTUUUUUUUUUPPP!!!!!!!!!!! Shutupshutupshutupshutupshuuuuuuttuuuuuupppp!! You _______ ___________ I'll _______ kill you I swear!"

FENCEPOST YOWLERS IN THE GAME
Fencepost Yowlers tend to inspire people to want to murder them in slow and unusual ways. keep this in mind if one of your players wishes to be one.
Adaptation: The Yowlers are definitely a silly campaigner.
Encounters: If the PC's have offended the Guild and need to be punished, odds are the Yowlers will be the first guys in.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: "Hi there. I'm told you guys are buttheads. I'll be keeping you awake tonight 'kay?"

Divaness
CN Human Female Cat Burglar 1/Bard 5/ Fencepost Yowler 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +, Spot +,
Languages Common, Sylvan, Elven
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AC 16, touch 16, flat-footed 14 (+2 Dex, +4 Deflection)
AC Small 19, touch 19, flat-footed 15 (+1 Size, +4 Dex, +4 Deflection)
AC Tiny 21, touch 21, flat-footed 16 (+2 Size, +5 Dex, +4 Deflection)
AC Diminutive 24, touch 24, flat-footed 18 (+4 Size, +6 Dex, +4 Deflection)
hp 42 (12 HD)
Fort +3, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +10
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Short Sword +9/+4 (1d6+1d4 Sonic)
Melee Small 2 Claws +11 (1d3-3) and 1 Bite +6 (1d4-3)
Melee Tiny 2 Claws +13 (1d2-3) and 1 Bite +8 (1d3-3)
Melee Diminutive 2 Claws +16 (1 point) and 1 Bite +11 (1d2-4)
Base Atk +6, Grp +5 (-1 Small, -6 Tiny, -10 Diminutive)
Atk Options Sneak Attack +1d6
Combat Gear 3 Cure Serious Wounds Potions
Spells Known 0 (DC 13, 3/day): Daze, Detect Magic, Ghost Sound, Mage Hand, Message, Read Magic
1st (DC 14, 4/day): Accelerated Movement, Amplify, Improvisation, Tasha's Hideous Laughter
2nd (DC 15, 2/day): Detect Thoughts, Hold Person, Invisibility
Caster Level 5th
Supernatural Abilities Bardic Music 12/day (Countersong, Fascinate, Inspire Annoyance, Inspire Competence, Inspire Courage +1, Inspire Hatred), Yowling (Dirge of Discord, Shout 3/day, DC 19)
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 14, Wis 13, Cha 16
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Str 2, Dex 22
SQ Kitty Form, Purr, Trapfinding, Bardic Knowledge +7, Dodge Audience +4
Feats Anklebiter, Dodge, I Must Shout My Love From The Fencepost Wall, Lingering Song, Subsonics, Weapon Finesse
Skills Balance +12 (+22 Small, +23 Tiny, +24 Diminutive), Bluff +9, Climb +12 (+18 Small, +19 Tiny, +20 Diminutive), Concentration +10, Gather Information +7, Hide +12 (+22 Small, +29 Tiny, +34 Diminutive), Jump +5 (+10 Small/Tiny, +9 Diminutive), Knowledge (Local) +12, Listen +7, Move Silently +12 (+18 Small, +19 Tiny, +20 Diminutive), Perform (Yowling) +17, Sense Motive +7, Spellcraft +8, Tumble +12 (+14 Small, +15 Tiny, +16 Diminutive), Use Magic Device +13

+4 additional Bonus to Hide Checks in areas of undergrowth or high grass
Possessions Collar of Holding, Cute Widdle Bowsies, Ring of Protection +4, Chime of Harmonic Agony, +1 Screaming Burst Short Sword, Robe of Scintillating Colors, 3 Cure Serious Wounds Potions, 590 GP



EPIC FENCEPOST YOWLER

Hit Die: d6
Skills Points at Each Level : 6 + int
Dodge Audience: The Epic Fencepost Yowler's Dodge Bonus to AC increases by +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Fencepost Yowler gains a Bonus Feat every 3 levels higher than 20th
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
FERAL

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/feral.jpg)

"Meow."

Some Cat Burglars decide that thug life isn't as attractive as the fuzzy life. They give up the material fast paced urban world to live permanently the life of a cat.

BECOMING A FERAL
Most Ferals started as Cat Burglars, and kept that class all the way until adopting this one.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Skills: Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks
Feats: At least 3 Kitty Feats


Class Skills
The Feral's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Arcane, Local or Nature, Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each Level : 6 + int

Hit Dice: d8

[b] BAB Fort Ref Will Abilities KM Level KM Known Spell Points[/b]<br /> 1. +0 +2 +2 +0 Forever Kitty 1 3 3<br /> 2. +1 +3 +3 +0 1 4 5<br /> 3. +2 +3 +3 +1 2 5 8<br /> 4. +3 +4 +4 +1 2 9 14<br /> 5. +3 +4 +4 +1 3 10 19<br /> 6. +4 +5 +5 +2 3 14 29<br /> 7. +5 +5 +5 +2 4 16 37<br /> 8. +6 +6 +6 +2 4 20 51<br /> 9. +6 +6 +6 +3 5 22 63<br /> 10.+7 +7 +7 +3 Big Kitty Magic 5 26 81

Weapon Proficiencies: Ferals gain no new weapon or armor proficiencies.

Forever Kitty (Su): You are now permanently stuck in Tiny Kitty Form. You can't even switch between different types of cats. You can only speak now if you have the Jibba Jabba Feat. You are immune to spells or abilities that would detect your alignment or somehow reveal you are more than just a cat. Your Feral and Cat Burglar levels stack for purposes of qualifying for Kitty Feats (i.e. a 6th level Cat Burglar/6th level Feral is considered a 12th level Cat Burglar). Equipment and Magic Items must now be sized for your Kitty Form. You may cast spells if you have access to the right material components.

Kitty Magic (Sp): Ferals study what they call "the secret magic of cats", which basically means they get a few more spell like abilities than usual. You may choose from the following spell list:

1st: Accelerated Movement, Alarm, Bloodhound, Calm Animals, Camouflage, Cause Fear, Charm Animals, Charm Person, Critical Strike, Dead End, Detect Animals and Plants, Detect Poison, Detect Secret Doors, Detect Snares and Pits, Detect Munchies *, Distract, Distract Assailant, Ebon Eyes, Embrace the Wild, Expeditious Retreat, Feather Fall, Insightful Feint, Instant Search, Hawkeye, Hide from Animals, Hypnotism, Jump, Lay of the Land, Lightfoot, Living Prints, Magic Fang, Marked Object, Nerveskitter, Net of Shadows, Pass Without Trace, Remove Scent, Serene Visage, Silent Portal, Sleep, Snowshoes, Speak With Animals, Spontaneous Search, Stalking Brand, Surefoot, Swift Expeditious Retreat, True Strike, Ventriloquism

2nd: Align Fang, Baleful Transposition, Balancing Lorecall, Bear's Endurance, Blur, Cat's Grace, Dark Vision, Daze Monster, Detect Thought's, Eagle's Splendor, Easy Climb, Entice Gift, Fell the Greatest Foe, Hold Animal, Invisibility, Jagged Tooth, Knock, Lion's Charge, Listening Lorecall, Locate Object, Misdirection, Mountain Stance, Nature's Favor, Portal Alarm, Protection from Arrows, Rebuke, See Invisibility, Scare, Speak to Allies, Spider Climb, Surefooted Stride, Swift Haste, Touch of Idiocy, Veil of Shadow, Whispering Wind

3rd: Arcane Sight, Blink, Clairaudience/Clairvoyance, Claws of Darkness, Deeper Dark Vision, Deep Slumber, Displacement, Find the Gap, Forestfold, Greater Magic Fang, Mesmerizing Glare, Haste, Heroism, Hold Person, Lesser Telepathic Bond, Non-Detection, Safe Clearing, Shadow Cache, Suggestion, Tremor Sense, Unluck

4th: Charm Monster, Commune with Nature, Detect Scrying, Displacer Form, Fear, Freedom of Movement, Greater Invisibility, Implacable Pursuer, Know Vulnerabilities, Locate Creature, Scrying, Shout, Superior Magic Fang

5th: Dominate Person, Feeblemind, Hold Monster, Mordenkainen's Private Sanctum, Nightsalkers Transformation, Passwall, Rary's Telepathic Bond, Sending, Shadow Form, Symbol of Sleep, Teleport,
* These are new spells

The KM Level table tells you the highest level of spell you can choose for your Supernatural Abilities. The KM Known table tells you how many Supernatural abilities you have per level. You may choose a new spell of any level you are allowed to access when you get new ones. Bonus spell points are based on Charisma (see Unearthed Arcana page 154 for the Bonus spell point table, and the spell point cost for spells). The Spell Save DC's are based on Charisma, and the Feral must have a Charisma score equal to 10 plus the spells level to cast it.

Big Kitty Magic (Su): A number of times per day equal to his Charisma modifier a Feral may Take 10 on any roll as a Free Action. He may also choose any 6th level spell from the Sorcerer spell list to cast as a Spell-Like Ability 3 times per day.

PLAYING A FERAL
Ferals are odd birds. They have given up human form permanently, and are forever a housecat. This is supposedly the only way to gain access to the "secret magic of cats". More cynical observers say it's a way of going underground to escape trouble, but even they can't explain why the Ferals permanently have to give up humanoid form.
Combat: Like most Cat Burglars, Ferals are secondary combatants, and primarily stealth machines. They do have a few options most Cat burglars don't, but not many.
Advancement: You are know permanently a cat. One specific cat. You can't change size or color or look like different breeds. If people find you out, your almost as individual as a humanoid. Stealth will be crucial to you.
Resources: Ferals have little to no resources to draw upon but their own friends assuming they have any. Some may live as a housecat, protecting a beloved person who believes themselves to be an owner. Most are feral wild cats, scratching out the barest of livings.

FERALS IN THE WORLD
"You know that blue grey cat down by the docks? I've been locking up my fish catch to keep him out and darned if he somehow isn't still getting the fish."
As far as the world knows you're a cat. And you certainly aren't giving away the joke. You live like a cat, except for studying your magical abilities.
Daily Life: "The young boy known as Matthias threw rocks at me again today. Plans have been made for his disposal. Plans involving a rabid sheep with a peg leg. It will look like a most regrettable accident."
Notables: The Fussin Russian (CN Human Cat Burglar 6/Feral 6) is the epitome of his kind. A retired Cat Burglar he spends his time taking care of the cities feral cats and strays, occasionally helping the cities poorer humans as well.
Organizations: Ferals rarely have organizations, although there are rumors of some prides of Feral cats.

NPC Reaction
NPC's think you're a cat. A really smart, lucky, possibly fiendish cat. But a cat nonetheless.

FERALS IN THE GAME
If it is ever revealed that Ferals exist, cats will probably lose their status as favored pets. But then the same could be said of Cat Burglars in general.
Adaptation: This is an odd one. It has some possibilities for serious campaigns, but would play better in a silly one.
Encounters: PC's will usually assume a Feral is just a stray cat, unless he wants to reveal himself.

Sample Encounter
EL 12: A local merchant has been the victim of a great deal of theft. He seems obsessed with the idea a small Russian Blue cat is doing it all despite that A: It's obviously the local oppressed peasantry, and B: He's missing far more than a cat could take. Despite his lunacy the PC's agree to take his money, and despite their continued vigilance the merchants food stocks keep being depleted. And they notice the cat watching them every day. It's almost like he's laughing at them...


The Fussin' Russian
CN Human Cat Burglar 6/Feral 6
Init +9, Senses: Listen +13, Spot +13, Low Light Vision, Scent
Languages Common
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AC 23, touch 17, flat-footed 18 (+2 Size, +5 Dex, +6 Armor)
hp 48 (12 HD)
Fort +7, Ref +15, Will +5
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee 2 Claws +13 (1d2-4) and 1 Bite +8 (1d3-4)
Base Atk +8, Grp -4
Atk Options +2d6 Sneak Attack
Combat Gear 2 Potions of Cure Serious Wounds
Kitty Magic Known 1st: Charm Person, Detect Poison, Detect Munchies, Pass Without Trace
2nd: Eagle's Splendor, Invisibility, Knock, Protection from Arrows, Spider Climb
3rd: Haste, Heroism, Hold Person, Non-Detection, Shadow Cache
-----------------------------------------------
Abilities Str 3, Dex 20, Con 10, Int 12, Wis 13, Cha 18
SQ Kitty Form, Purr, Trapfinding,
Feats Anklebiter, Bad Cattitude, Cattitude, Improved Initiative, Jibba Jabba, Weapon Finesse
Skills Balance +21, Bluff +8, Climb +17, Concentration +8, Escape Artist +9, Hide +29, Jump +13, Knowledge (Arcane, Local, Nature) +6, Listen +13, Move Silently +21, Search +7, Sense Motive +5, Spellcraft +6, Spot +13, Survival +9, Swim +0, Tumble +13, Use Magic Device +8
Possessions Collar of Holding, Cute Widdle Bowsies, Catnip Mousie, 3 Dead Fish Bombs, +6 Bracers of Armor, 2 Potions of Cure Serious Wounds, 486 GP


EPIC FERAL

Hit Die: d8
Skills Points at Each Level : 6 + int
Spellcasting Your Caster Level is equal to 10 plus your Epic Levels. You do not gain additional spell points per level. but you can learn 1 additional spell of any level you know with each level.
Bonus Feats: The Epic Feral gains a Bonus Feat every 3 levels higher than 20th.




Improved Kitty Magic
You have expanded your repertoire of Kitty Magic.
Prerequisites: Kitty Magic, Base Willpower Save +3
Benefits: Choose any 1 spell from the Sorcerer List to add to the Kitty Magic spells you know. The spell level must be a level he has access to (i.e. if you're a 3rd level Feral it must be a 1st level spell) and it must be from one of the following schools: Abjuration, Divination, Enchantment, or Illusion.
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FOOF LORD

IMAGE(<a href="http://i212.photobucket.com/albums/cc70/bhutastan/Cats/fooflord.jpg" title="http://i212.photobucket.com/albums/cc70/bhutastan/Cats/fooflord.jpg" target="_blank" rel="nofollow">i212.photobucket.com/albums/cc70/bhutast...</a>)
    
"You're wife is allergic to cats, aww isn't that a shame..."

 You are the master of allergies.  Used by the Guilds to make miserable the lives of others, your abilities to inflict misery make even the strongest willed aristocrat crumble to their demands.

BECOMING A FOOF LORD
Any Cat Burglar can take this PrC with the appropriate Feats.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Feats:  Eat My Dander, Fwuffy
   Skills:  Gather Information 8 ranks, Hide 8 ranks, Move Silently 8 ranks


Class Skills
 The Foof Lord's class skills (and the key ability for each skill) are Balance (Dex), Climb (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

[b]   BAB  Fort    Ref    Will  Abilities[/b]<br />1. +0    +0     +2     +0    Dander Mastery<br />2. +1    +0     +3     +0    Foofanization<br />3. +2    +1     +3     +1    Allergen Curse<br />4. +3    +1     +4     +1    Dander Mastery<br />5. +3    +1     +4     +1    Foofanization<br />6. +4    +2     +5     +2    Allergen Curse<br />7. +5    +2     +5     +2    Dander Mastery<br />8. +6    +2     +6     +2    Foofanization<br />9. +6    +3     +6     +3    Allergen Curse<br />10.+7    +3     +7     +3    Lord of the Fwuffy


Weapon Proficiencies: Foof Lord's gain no new weapon or armor proficiencies.
 
Dander Mastery (Su): Your Foof Lord and Cat Burglar Levels stack for purposes of being able to take the HAHAHAHA!! and You Are My New Best Friend Feats.

At 1st level you may use the Eat My Dander Feat at will.

At 4th level you may cast Dander Blast 3 times per day as as Supernatural Ability.

At 7th level you may cast Dander Explosion once per day as a Supernatural Ability.

Foofanization (Su): At 2nd level you may "foofanize" a 10 by 10 foot room as a Full Round Action, covering it with difficult to find cat hairs.  Anyone allergic to cat hair (or who is suffering from an Allergen Curse) has a -4 penalty on all rolls as long as they remain in the room (others get a Fortitude Save to avoid the effect, Save DC is 10 plus half Hit Dice plus Charisma).  The room remains foofanized for 1 day. This ability may be used in outdoor settings, but Moderate or stronger winds will disperse the effect within 1d6 rounds.

At 5th level you may coat up to a 20 by 20 foot room, and it remains in effect for 1 day per point of Charisma Modifier.  Victims are Nauseated in addition to taking  the penalties to rolls. It now lasts 1d6 minutes in Moderate or stronger winds if used outside.

At 8th level you may coat up to a 40 by 40 foot room, and it last for 1 week per point of Charisma Modifier. It now last 1d6 hours if used outside in Moderate or stronger winds.

Allergen Curse (Su): Beginning at 3rd level, a number of times per day equal to your Charisma modifier you may curse a victim within 60' as a Standard Action if he fails a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier).  If you are successful that victim becomes allergic to cats.  Whenever he gets within 20' of a feline creature (including magical ones) he receives a -4 penalty on all rolls for as long as he is within range, and for 1d6 rounds afterwards.

At 6th level the Save DC of your Foofanization and Dander mastery abilities is +2 for anyone you have successfully cursed.

At 9th level the Save DC of your Foofanization and Dander mastery abilities is +4 for anyone you have successfully cursed.

Lord of the Fwuffy: At 10th level you have achieved Maximum Fwuffiness! You may now use Dander Blast 5 times per day, and Dander Explosion 3 times per day.  In addition you may now cast Dander Tornado once per day.  You may also Paralyze anyone you have successfully used your Allergen Curse on for as long as you touch them if they fail a Willpower Save (DC is 10 plus half Hit Dice plus Charisma Modifier).

PLAYING A FOOF LORD
 You spread cat hair in your wake, and you enjoy it.  Nothing makes your life better than making fat old people with too much money and not enough common sense ill.  And that pretty much describes the entirety of the ruling class.  
 Combat: You're a debuffer in combat pretty much.  Your goal is to screw up the other side, and make their life hell while your companions throw anvils at them, or whatever the heck it is Barbarians do.
 Advancement: Foof Lords all pretty much concentrate on optimizing their abilities to make the lives of others miserable.  
Resources: Foof Lords have the usual resources available as a member of the Cat Burglar Guilds.  Plus you can readily blackmail people for spare cash by blasting them with cat dander until they give up.

FOOF LORDS IN THE WORLD
"Ah tho hade thad cad..."
 You interact with the world by cutting off it's air supply.  And then giving it back after you get paid.  You're a bit of a meanie, but many of the people you make sneeze are deserving.  And you get a lot of affection from peasants who don't like the mean ole Dukes who persecute the lil' fwuffy kitty.  If they only knew...
 Daily Life: You spend much time researching your target, or scouting locations, or setting up the foof attack you'll be using to zap him.  And you also snuggle that nice old lady down the street cause she gives you fish which makes her the most perfectest person ever.
 Notables: Fluffy (CN Female Human Cat Burglar 6/Foof Lord 6) is the local torturer for her Guild.  Sneezy (CE Male Cat Burglar 6/Foof Lord 6) is the torturer for a rival Guild.  Let the shedding begin!
 Organizations: Foof Lords have no real special organization devoted to them beyond the regular Cat Burglar Guilds.

NPC Reaction
 NPC's luv you cause your just the fwuffiest kitty evah!!  Well as long as they aren't your target.  Then they hate you more than being swarmed by bees.  That says a lot.

FOOF LORDS IN THE GAME
 Your players will probably have a hard time wrapping their heads around a kitty using it's powers to extort the nobility.  It's not your usual party role.
 Adaptation: Definitely a sill campaigner.  Not many brutal extortionist thugs use allergies to cats in a serious campaign.
 Encounters: PC's generally encounter a Foof Lord when he has been assigned to zap them, or to protect someone he has been zapping.

Sample Encounter
EL 12: The PC's are given a small Persian kitten as a housewarming gift when they open up shop in town.  A small kitten that many of the locals seem strangely allergic too...


Fluffy
CN Female Human Cat Burglar 6/Foof Lord 6
Init +3 (+5 Small, +6 Tiny, +7 Diminutive), Senses: Listen +9, Spot +9, Low Light Vision and Scent in Kitty Form
Languages Common, Dwarven
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AC 22, touch 17, flat-footed 19 (+3 Dex, +4 Deflection, +5 Armor)
AC Small 25, touch 20, flat-footed 20 (+1 Size, +5 Dex, +4 Deflection, +5 Armor)
AC Tiny 27, touch 22, flat-footed 21 (+2 Size, +6 Dex, +4 Deflection, +5 Armor)
AC Diminutive 30, touch 25, flat-footed 23 (+4 Size, +7 Dex, +4 Deflection, +5 Armor)
hp 42 (12 HD)
Fort +4, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +5  
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Small 2 Claws +13 (1d3-3) and 1 Bite +7 (1d4-3)
Melee Tiny 2 Claws +16 (1d2-4) and 1 Bite +11 (1d3-3)
Melee Diminutive 2 Claws +19 (1 point) and 1 Bite +14 (1d2-4)
Base Atk +8, Grp +7 (+0 Small, -5 Tiny, -9 Diminutive)
Atk Options +2d6 Sneak Attack
Combat Gear 2 Beads of Force
Supernatural Abilities Dander Blast 3/day, Foofanization, Allergen Curse 3/day
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
Abilities Small Str 4, Dex 20
Abilities Tiny Str 3, Dex 22
Abilities Diminutive Str 2, Dex 24
SQ Purr, Trapfinding, Kitty Form
Feats Anklebiter, Eat My Dander, Fwuffy, HAHAHAHA!!, Jibba Jabba, Weapon Finesse
Skills Balance +11 (+21 Small, +22 Tiny, +23 Diminutive), Climb +11 (+17 Small, +18 Tiny, +19 Diminutive), Concentration +4, Escape Artist +11 (+13 Small, +14 Tiny, +15 Diminutive), Gather Information +13, Hide +13 (+23 Small, +27 Tiny, +34 Diminutive), Intimidate +11, Jump +9 (+14 Small, 13 Tiny or Diminutive), Knowledge (Local, Nobility) +9, Listen +9, Move Silently +13 (+19 Small, +20 Tiny, +21 Diminutive), Sense Motive +9, Spot +9, Use Magic Device +13

Additional +4 Bonus to Hide Checks in tall grass or undergrowth in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Ring of Invisibility, +4 Ring of Protection, +5 Bracers of Armor, 2 Beads of Force, 250 GP



EPIC FOOF LORD

Hit Die: d6
Skills Points at Each  Level : 8 + int
Bonus Feats: The Epic Foof Lord gains a Bonus Feat every 2 levels higher than 20th.

http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
GOOD KITTY

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/goodkitty2.jpg)

Kitty:"Can I have a healing potion?"
Paladin: "No."
Kitty: "YOU WILL LOOK INTO MY SPOOKITY HYPNOTIC EYES!"
Paladin: "oooooookayy..."
Kitty: "YOU WILL GIVE TO ME THE SPOOKITY HYPNOTIC POTION OF CURE SERIOUS WOUNDS!"
Paladin: "oooookayyy..."
Kitty: CHUG ("aaaaaah")..."Silly Paladin. Healing potions are for kitties. Now you go dance naked in the Azalea bushes under Princess Meanie's window."
Paladin: "ooookkaaayy..."

Most Cat Burglars are content to simply be spies and thieves. You want to be the power behind the throne, and your willing to use your magic powers to get there.

BECOMING A GOOD KITTY
Pick up a few levels of Cat Burglar and move on to Sorcerer.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Arcane Caster: Must be able to cast Arcane Spells without preparation, at least one of which must be Enchantment
Skills: Bluff 8 Ranks
Feats: I Wuv U


Class Skills
The Good Kitty's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Cha), Spellcraft (Int), and Spot (Wis)
Skills Points at Each Level : 4 + int

Hit Dice: d4

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +0 +2 Just A Kitty <br /> 2. +1 +0 +0 +3 Kitty Bonus (+1) +1 level of existing Arcane spellcasting class<br /> 3. +1 +1 +1 +3 Kitty Magic +1 level of existing Arcane spellcasting class<br /> 4. +2 +1 +1 +4 Just A Kitty +1 level of existing Arcane spellcasting class<br /> 5. +2 +1 +1 +4 Kitty Bonus (+2) +1 level of existing Arcane spellcasting class<br /> 6. +3 +2 +2 +5 Kitty Magic +1 level of existing Arcane spellcasting class<br /> 7. +3 +2 +2 +5 Just A Kitty +1 level of existing Arcane spellcasting class<br /> 8. +4 +2 +2 +6 Kitty Bonus (+4) +1 level of existing Arcane spellcasting class<br /> 9. +4 +3 +3 +6 Kitty Magic <br /> 10.+5 +3 +3 +7 Just A Kitty +1 level of existing Arcane spellcasting class

Weapon Proficiencies: A Good Kitty Gains no new weapon proficiencies.

Just A Kitty (Su): You gain Spell Resistance equal to 5 plus your character level. At 1st level this applies to all Divination spells.

At 4th level your Spell Resistance applies to all Enchantment (Charm and Compulsion) spells.

At 7th level it applies to all Illusion (Glamer and Pattern) spells.

At 10th level it applies to all Illusion spells.

Kitty Bonus (Ex): At second level the Saving Throw DC's of the spells on your preferred list (see below) are increased by +1 if you know them. At 5th level this increases to +2. At 8th level this increases to +4. This stacks with Feats like Spell Focus.

Preferred Spell List:

Level 1: Charm Person, Distract, Hypnotism, Serene Visage, Shock and Awe, Sleep
Level 2: Daze Monster, Detect Thoughts, Entice Gift, Hypnotic Pattern, Invisibility, See Invisibility
Level 3: Clairaudience/Clairvoyance, Deeper Slumber, Hold Person, Lesser Telepathic Bond, Mesmerizing Glare, Suggestion
Level 4: Charm Monster, Confusion, Detect Scrying, Greater Invisibility, Lesser Geas, Locate Creature, Rainbow Pattern, Scrying
Level 5: Dominate Person, Dream, Feeblemind, Hold Monster, Mind Fog, Rary's Telepathic Bond, Sending
Level 6: Geas, Interplanar Telepathic Bond, Mass Suggestion, Mislead, Probe Thoughts, Symbol of Persuasion
Level 7: Hiss of Sleep, Mass Hold Person, Mass Invisibility
Level 8: Antipathy, Demand, Mass Charm Monster, Mind Blank, Scintillating Pattern, Screen, Superior Invisibility, Sympathy
Level 9: Dominate Monster, Mass Hold Monster, Programmed Amnesia


Kitty Magic (Su): At 3rd level when you cast a spell from the Preferred Spell list on an opponent who is denied his Dexterity Bonus to AC, you get a +2 rolls to overcome any Spell Resistance they may have.

At 6th level the bonus increases to +4.

At 9th level you may ignore an opponents Spell Resistance if he is flat-footed and you are casting from the Preferred Spell List.

PLAYING A GOOD KITTY
Design yourself around making your mind controlling spells better or more useful. They are your greatest resource.
Combat: You most definitely aren't a combatant. You will use mind controlled minions to do that for you.....
Advancement: Concentrate on making it harder to detect your magical powers and their use. You want the whole world to think you're just a cat.
Resources: Usually a Good Kitty may call upon the resources of the Cat Burglar Guilds, unless he's gone AWOL like Good Kitties usually do. Then he's on his own till he mind warps someone.

GOOD KITTIES IN THE WORLD
"You won't believe this. I just took Blaufeld his dinner, and there was that frickin' cat setting on his shoulder patting his bald head like HE was the pet. I'm not going back in there."
Most people have no idea you exist. There is surprisingly little opinion about Good Kitties, because they have a tendency to rub out anyone who discovers their secret.
Daily Life: Your day is spent running things, while convincing all and sundry that your head thrall is running things
Notables: Dark Foofy (NE Male human, Cat Burglar 1/Sorcerer 5, Good Kitty 10) runs his own fiefdom from the lap of a grunting ignorant barbarian. Constantly in mental contact with him he is the ultimate power behind the throne. If anyone wrests power from his puppet tyrant he simply mind controls the new subject. Pwecious (CG Female Tibbit, Cat Burglar 5/Sorcerer 1/Good Kitty 10) make a habit of dethroning just such tyrants. At least 3 kingdoms have had their dictators deposed because of her efforts.
Organizations: You have the support of the Cat Burglar guilds unless you strike out on your own (which is normal). Then you'll likely be the head of your own little organization...

NPC Reaction
Most people think your the bosses pet fluffy. They would be shocked and appalled to find out you were the boss.

GOOD KITTIES IN THE GAME
Be careful of this one. Despite the name, people playing this class aren't necessarily good....

And they can be quite disruptive to campaigns.
Adaptation: If you need a very unique BBEG this will do. Of course the Good Kitty will use a web of deception and lies, and you'll encounter his minions instead of him (if he's doing his job you'll probably think one of his thralls is the BBEG).
Encounters: The main encounter PC's will have with you is meeting your head thrall who they will believe to be the main bad guy. You'll just be his beloved pet.

Sample Encounter
EL 12: The local warlord is an ill-tempered, drunken barbarian who seems surprisingly adept at intrigue and politics. He's also never without his much beloved cat, which you have been hired to kidnap for ransom. This has turned out to be surprisingly difficult, as the cat seems...unusually bright...


Dark Foofy
NE Male Human Cat Burglar 1/Sorcerer 5/Good Kitty 6
Init +2 (+4 Small), Senses: Listen +6, Spot +6, Scent and Low Light Vision in Kitty Form
Languages Common, Draconic
------------------------------------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 Deflection)
AC Small 19, touch 19, flat-footed 15 (+1 Size, +4 Dex, +4 Deflection)
hp 31 (12 HD)
Fort +3, Ref +7 (+9 Small), Will +10
+3 on Saves vs Enchantment
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Small 2 Claws +10 (1d3-3) and 1 Bite +5 (1d4-3)
Base Atk +5, Grp +4 (-2 Small)
Atk Options Sneak Attack +1d6
Combat Gear 3 Potions of Cure Serious Wounds
Spells Known 0: Caltrops, Daze (DC 16), Detect Magic, Detect Poison, Mage Hand, Message, Read Magic, Resistance, Silent Portal
1st: Buzzing Bee, Charm Person (DC 19), Disguise Self, Obscuring Mist, Serene Visage
2nd: Detect Thoughts (DC 18), Invisibility, Rebuke (DC 18), See Invisibility
3rd: Hold Person (DC 21), Mesmerizing Glare (DC 21), Suggestion (DC 21)
4th: Charm Monster (DC 22), Greater Invisibility
5th: Dominate Person (DC 23)
Caster Level 10, +3 to Save DC's while wearing Cloak
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 18 (24 w/Cloak)
Abilities Str 4, Dex 18
SQ Purr, Trapfinding, Kitty Form, Familiar (Cat), SR 17 (Divination, Charms and Compulsions), Kitty Bonus (+2), Kitty Magic (+4)
Feats Combat Casting, Eschew Materials, I Wuv U, Greater Spell Focus (Enchantment), Jibba Jabba, Spell Focus (Enchantment)
Skills Bluff +12 (+15 w/cloak), Climb +4 (+10 Small), Concentration +8, Diplomacy +12 (+15 w/Cloak), Gather Information +9 (+12 w/Cloak), Hide +7 (+17 Small, +21/+27 with Ring), Knowledge (Arcana, Local, Nobility) +4, Listen +6, Move Silently +7 (+13 Small), Search +3, Sense Motive +9, Spellcraft +6, Spot +6, Use Magic Device +6 (+9 w/Cloak)

Has an additional +4 to Hide checks in high grass or undergrowth while in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Cloak of Charisma +6, Ring of Protection +4, Ring of Chameleon Power, 3 Potions of Cure Serious Wounds, 300 GP


EPIC GOOD KITTY

Hit Die: d4
Skills Points at Each Level : 4 + int
Just A Kitty: The Good Kitties Spell Resistance continues to increase with level.
Bonus Feats: The Epic Good Kitty gains a Bonus Feat every 3 levels higher than 20th.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
KATGRRL'S

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/catgirl.jpg)

"Behold mah sexay fuzzy mittens!"

Katgrrl's are solo artists who have branched off from the guild and are lone con artists relying on their wits and beauty to seduce wealth from victims.

BECOMING A KATGRRL
Most begin as simple Cat Burglars, but a few multi class before becoming Katgrrl's. Despite the name the class isn't limited to women, but Katboi's are pretty rare.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Diminutive)
Saves: Base Reflex Save +5
Skills: Bluff 8 Ranks, Diplomacy 8 Ranks, Perform (Dance) 8 Ranks
Feats: Any 1 of the following Feats: Deceitful, Negotiator, Persuasive, or Sweet Talker (from Complete Scoundrel).
Special: Must be sponsored and accepted by a Katgrrl, and they're picky. You gotta be hawt to join.


Class Skills
The Class Name's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d8

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +0 Katgrrl Form (Medium Kitty)<br /> 2. +1 +0 +3 +0 Beware the Power of the Hypnobutt (Fascinate)<br /> 3. +2 +1 +3 +1 Jiggle Dodge +2<br /> 4. +3 +1 +4 +1 Katgrrl Form (Big Sexay)<br /> 5. +3 +1 +4 +1 Beware the Power of the Hypnobutt (Suggestion)<br /> 6. +4 +2 +5 +2 Jiggle Dodge +4<br /> 7. +5 +2 +5 +2 Katgrrl Form (Ah Gots the Powah)<br /> 8. +6 +2 +6 +2 Beware the Power of the Hypnobutt (Slavery)<br /> 9. +6 +3 +6 +3 Jiggle Dodge +6<br /> 10.+7 +3 +7 +3 Naked Fury

Weapon Proficiencies: A Katgrrl gains no new weapon or armor proficiencies.

Katgrrl Form (Su): At will you may switch to Katgrrl form as a Swift action, which is basically your regular form except you now have cute lil kitty ears and a tail (along with a few bonuses).

At 1st level you gain Medium Kitty Form for all intents and purposes mechanically. Claws do 1d4 plus Strength Modifier, and Bite does 1d6 plus half Strength Modifier. Since you have hands you aren't restricted as to what skills you can use, and you can still speak normally. items do not merge with your body as your form doesn't change to become incompatible with them.

At 4th level you get an Enhancement Bonus to Bluff, Diplomacy, and Gather Information checks equal to half your Katgrrl level (rounded down).

At 7th level you get an Enhancement Bonus to all attack and damage rolls equal to your Charisma Modifier.

Beware the Power of the Hypnobutt (Su): You may use the Power of the Hypnobutt once per day per Katgrrl level. It is a Standard action, and requires a Standard action each round to maintain, and the Katgrrl cannot cast spells or use spell activation magic items. Each power requires a certain number of ranks in Perform (Dance). At second level she gains the power to Fascinate men by dancing if she has at least 6 ranks in Perform (Dance). The Katgrrl makes a Perform (Dance) check, and any living being of the opposite gender (and same gender if homosexual) within 30' must make a Willpower Save or be Fascinated for as long as the Katgrrl performs (Save DC is equal to the Perform check), or until attacked or it perceives an obvious threat (spells are cast, people draw weapons). This is an enchantment (compulsion) mind-affecting ability. Opponents who make their Saving throw are immune to this Katgrrl's Fascinate ability for 24 hours. Potential victims must be able to see the Katgrrl.

At 5th Level if the Katgrrl has at least 12 ranks in Perform (Dance), she may implant a Suggestion (as per the spell) into the mind of any one creature she has already Fascinated (see above). The opponent must be within range, and able to see the Katgrrl, and this does not break her concentration on her Fascinate ability. A Will Save (DC 10 plus half hit dice plus Charisma modifier) negates the effect. This is an enchantment (compulsion) mind-affecting ability.

At 8th Level if the Katgrrl has at least 15 ranks in Perform (Dance), she may Enslave a creature she has previously used her Suggestion ability on at least 3 times. This effect is similar to the Charm Person spell, but is permanent in duration if the victim fails his first Willpower Save (DC 10 plus half hit dice plus Charisma modifier). If the Save is successful this ability cannot be used again on that victim for 24 hours.

Jiggle Dodge (Su): The Katgrrl gains a Circumstance Bonus to Armor Class when lightly clothed or nude. This is +2 at level 3, +4 at level 6, and +6 at level 9.

Naked Fury(Su): This ability may only be used when nude (or nearly so) and in Katgrrl form. As a Standard Action you may point at someone and accuse them of all sorts of unmentionable and vile acts, and any living creature within 60' must make a Willpower Save (DC is 10 plus half your Hit Dice plus Charisma Modifier) or believe that he needs the crap beat out of him. For the next minute they will selflessly (but not suicidally) devote themselves to doing so. For example a room full of men would still assault the King because they know they can take him. However the same room full of men would not assault an Ancient Red Wyrm if they knew they had no chance of winning. This is a Mind-Affecting effect. It isn't Language dependent as you can pretty much get the gist across with body language (crying and cowering always works well).

PLAYING A KATGRRL
You are hawt. And you know it. And you have no problem making sure other people know it. They should all bow to your extreme hawtness. Anyone who disagrees is jealous or lying. Fortunately you have a wide selection of boyfriends to make them all pay...
Combat: You're a lover, not a fighter. You make sure your boyfriends do the fighting. Thats what they're there for. Well that and money. And snuggles when you're down. Of course fights sometime lead to the opportunity to make newer, richer boyfriends.
Advancement: Katgrrl's generally advance down pretty similar paths, doing their best to be wily and attractive. How they choose to become the perfect femme fatale may differ, but they all have the same end in mind.
Resources: Katgrrl's usually have a selection of sugar daddy's to help them, and their own sisterhood of course.

KATGRRL'S IN THE WORLD
"I thought my heart stopped when she nibbled on my ear!"
Katgrrl's are thought of as harmless sex objects. Specifically everyone pays attention to their physical beauty to the point they don't really pay attention the the havoc their charms are wreaking. Mata Hari has nothing on the Katgrrl clan. Nations have fallen because one twitched disapprovingly at an offending court functionary.
Daily Life: You mostly spend your days performing, and making sure your fame and reputation spread. After all you'll need new sources of money once the old ones get killed off by jealous rivals. You also spend time casing their homes for valuables and doing your best to undermine rivals for affection.
Notables: Kitten (CN Human Female Cat Burglar 6/Katgrrl 6) is the best exotic dancer in the country. People come from leagues away to see her perform. And somehow always leave slightly less wealthy... Christobel (CN Human Male Cat Burglar 6/Katgrrl 6) is infamous as being the only male to ever go the Katgrrl route to power. He is hated far and wide for his ability to seduce the wealthy, and their progeny. And by the other Katgrrl's for what they consider poaching their territory.
Organizations: Katgrrl's tend to be solo con artists, but they do occasionally form Prides for protection from outsiders. It's always nice to have backup when one of your snugglebunnies discover you have other..um..snugglebunnies.

NPC Reaction
NPC's would generally kill their own family and walk a mile on broken glass just to say hi to you if they're male. Female NPC's are generally inconsiderate in their descriptions of you *cough* jealous *cough*.

KATGRRL'S IN THE GAME
Make sure your PC's don't abuse this class to play the Diplomacy bot who just seduces every guard or villain they see. The Katgrrl's are con artists and know the value of teasing, they aren't slutty bimbos.
Adaptation: This one could probably go into semi serious campaigns as well as goofy ones. Especially role playing intensive ones.
Encounters: PC's will generally encounter Katgrrl's as the significant other of a rival, bbeg, employer, random npc nobles, clergy, etc. They'll do their best to appear to be the helpless female companion, and if they do it right the PC's will never realize they were the power behind the throne.

Sample Encounter
EL 12: The PC's are asked to escort the fiancee of a local noble to a nearby city. There are a few problems. She's spoiled, she's less than half his age (which has so enraged some of the local religious nuts that they may kill her), she's his third wife after his last one died under mysterious circumstances (and there are rivals who will want her dead), and weird stuff seems to happen around her. And she keeps winking at the Paladin and wiggling her cute little kitty ears...



Kitten
CN Female Human Cat Burglar 6/Katgrrl 6
Init +1 (+3 Small, +4 Tiny, +5 Diminutive), Senses: Listen +6, Spot +10, Scent and Low Ligth Vision in Kitty and Katgrrl Forms
Languages Common, Sylvan, Draconic
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AC 18, touch 15, flat-footed 17 (+1 Dex, +4 Deflection, +3 Armor)
AC Small 21, touch 18, flat-footed 18 (+1 Size, +3 Dex, +4 Deflection, +3 Armor)
AC Tiny 23, touch 20, flat-footed 19 (+2 Size, +4 Dex, +4 Deflection, +3 Armor)
AC Diminutive 26, touch 23, flat-footed 21 (+4 Size, +5 Dex, +4 Deflection, +3 Armor)
hp 48 (12 HD)
Fort +4, Ref +11 (+13 Small, +14 Tiny, +15 Diminutive), Will +6
Evasion, Uncanny Dodge, Jiggle Dodge +4
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Weapon +9/+4
Melee Small 2 Claws +12 (1d3-3) and 1 Bite +7 (1d4-3)
Melee Tiny 2 Claws +14 (1d2-4) and 1 Bite +9 (1d3-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-4)
Melee Katgrrl 2 Claws +9 (1d4-1) and 1 Bite +4 (1d6-1)
Base Atk +8, Grp +7 (+0 Small, -11 Tiny, -15 Diminutive)
Atk Options +2d6 Sneak Attack
Combat Gear
-----------------------------------------------
Abilities Str 8, Dex 13, Con 10, Int 12, Wis 14, Cha 18
Abilities Small Str 4, Dex 17
Abilities Tiny Str 3, Dex 19
Abilities Diminutive Str 2, Dex 21
SQ Purr, Trapfinding, Kitty Form, Beware the Power of the Hypnobutt (Fascinate, Suggestion), Katgrrl Form
Feats Cunning Evasion, Hear the Unseen, Improved Diversion, I Wuv U, Persuasive, Weapon Finesse
Skills Appraise +5, Balance +5 (+15 Small, +16 Tiny, +17 Diminutive, +13 Katgrrl), Bluff +16, Climb +5 (+11 Small, +12 Tiny, +13 Diminutive, +9 Katgrrl), Diplomacy +14, Disable Device +5, Escape Artist +5 (+7 Small, +8 Tiny, +9 Diminutive), Gather Information +8, Hide +9 (+19 Small, +24 Tiny, +29 Diminutive, +13 Katgrrl), Intimidate +6, Jump +3 (+8 Small, +7 Tiny/Diminutive, +11 Katgrrl), Knowledge (Local, Nobility) +5, Listen +10, Move Silently +9 (+15 Small, +16 Tiny, +17 Diminutive, +13 Katgrrl), Open Lock +5, Perform (Dance) +19, Search +5, Sense Motive +10, Sleight of Hand +5, Spot +6, and Tumble +5 (+7 Small, +8 Tiny, +9 Diminutive)

Additional +4 Bonus to Hide checks in tall grass or undergrowth in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, Go Go Boots, Teeny Kini of Distraction, +4 Ring of Protection, +3 Bracers of Armor, 250 GP



EPIC KATGRRL

Hit Die: d8
Skills Points at Each Level : 6 + int
Jiggle Dodge The Katgrrl's Jiggle Dodge Bonus increases by +2 at Level 23, and every 3 levels thereafter.
Bonus Feats: The Epic Katgrrl gains a Bonus Feat every 4 levels higher than 20th.


Katgrrl Armor
Price (Item Level): 16,160 GP
Body Slot: Body
Caster Level: 9th
Aura: Moderate; (DC:19) Universal
Activation: -
Weight: -

This (extremely) form fitting, black, shiny leather armor acts as +3 Leather Armor. Additionally while wearing it, if you have the Class Ability Jiggle Dodge, you may use it while wearing this armor.

Prerequisites: Craft Magic Arms and Armor, Jiggle Dodge
Cost to Create: 8,080 GP, 8 days, 323 XP




Go Go Boots
Price (Item Level): 18,000 GP
Body Slot: Feet
Caster Level: 3rd
Aura: Faint; (DC:16) Universal
Activation: -
Weight: -

While wearing these shiny leather thigh high boots, the Save DC of any Mind Affecting Effects you can use whether from Supernatural Abilities or Spells is increased by +4. This stacks with Feats such as Spell Focus.

Prerequisites: Craft Wondrous Item, Greater Spell Focus (Enchantment), Spell Focus (Enchantment)
Cost to Create: 9,000 GP, 9 days, 360 XP



Ring of Bling
Price (Item Level): 27000 GP
Body Slot: Ring
Caster Level: 5th
Aura: Faint; (DC:18) Enchantment
Activation: Swift (command)
Weight: -

This ring compels anyone who sees it to want it (except the wearer) if they fail a DC 14 Willpower Save once the wearer utters the command word. This is identical to the Miser's Envy spell. They are convinced it is of limitless value, and it does appear fairly flashy. Ironically the ring is made of copper painted to look like a more precious metal, and the stones in it are worthless fakes.

Prerequisites: Forge Ring, Miser's Envy
Cost to Create: 13500 GP, 14 days, 540 XP



Completely Inappropriate Dress
Price (Item Level): 2000 GP
Body Slot: Torso
Caster Level: 1st
Aura: Faint; (DC:16) Abjuration
Activation:
Weight: -

Perhaps this dress is scandalously short, or see through, or buttless, but it's considered very tacky to wear in public. However anyone attacking you must make a DC 13 Willpower Save, or they can't go through with it as they keep imagining better things the two of you could be doing. If you attack them this effect ends immediately, this is a Compulsion and a Mind-Affecting Effect.

Prerequisites: Craft Wondrous Item, Sanctuary, Spell Focus (Abjuration)
Cost to Create: 1000 GP, 1 day, 40 XP



Teeny Kini of Distraction
Price (Item Level): 24000 GP
Body Slot: Body
Caster Level: 3rd
Aura: Faint; (DC:17) Abjuration
Activation:
Weight: -

While wearing this incredibly small two piece thong bikini, any living creature within 60' that can see you takes a -8 Circumstance Penalty to all Concentration checks, and a -2 penalty to all other rolls.

Prerequisites: Craft Wondrous Item, Distracting Ray, Doom
Cost to Create: 12000 GP, 12 days, 480 XP



Gloves of Massage
Price (Item Level): 12000 GP
Body Slot: Hands
Caster Level: 3rd
Aura: Faint; (DC:17) Enchantment
Activation: - (use-activated)
Weight: -

These silky, full-arm gloves turn people to putty in your hands. While massaging them with these gloves they must make a DC 13 Willpower Save whenever you ask a question or answer truthfully.

Prerequisites: Craft Wondrous Item, Zone of Truth
Cost to Create: 6000 GP, 6 days, 240 XP




Lipstick o Sexay
Price (Item Level): 56000
Body Slot: Face
Caster Level: 7th
Aura: Moderate; (DC:19) Enchantment
Activation: - (use-activated)
Weight: -

While wearing this bright, cherry red lipstick any living creature viewing your face (treat this as a gaze attack, 30', Willpower 16 Save negates) must Save or fall madly in lust with you. This is treated as a Lesser Geas, except the only quest they must be compelled to perform is seducing you.

Prerequisites: Craft Wondrous Item, Lesser Geas
Cost to Create: 28000 GP, 28 days, 112 XP
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
LAZOR KITTEH

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/lazor.jpg)

"Imma Chargin' Mah Lazor!"

The Cat Burglar Guilds realized at some point they lacked ranged firepower. Some Warlocks were brought in and voila, Lazor Kittehs.

BECOMING A Lazor Kitteh
A few levels each in Warlock and Cat Burglar will do you.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Eldritch Blast 2d6, at least 2 Eldritch Essence or Blast Shape Invocations
Feats: Lazor Kitteh
Skills: Knowledge (Arcana) 4 Ranks


Class Skills
The Lazor Kitteh's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Hide (Dex), Knowledge (Arcana, Religion, The Planes) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), 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]<br /> 1. +0 +0 +0 +2 Lazor Feat, Lazor Invocations<br /> 2. +1 +0 +0 +3 Oh hi..I upgraded MAH LAZOR! +1d6<br /> 3. +2 +1 +1 +3 IMMA CHARGIN' MAH LAZOR! +1d8<br /> 4. +3 +1 +1 +4 Lazor Feat<br /> 5. +3 +1 +1 +4 Oh hi..I upgraded MAH LAZOR! +2d6<br /> 6. +4 +2 +2 +5 IMMA CHARGIN' MAH LAZOR! +2d8<br /> 7. +5 +2 +2 +5 Lazor Feat<br /> 8. +6 +2 +2 +6 Oh hi..I upgraded MAH LAZOR! +3d6<br /> 9. +6 +3 +3 +6 IMMA CHARGIN' MAH LAZOR! +3d8<br /> 10.+7 +3 +3 +7 Do not ---- with Lazor Kitteh

Weapon Proficiencies: Lazor kitteh's gain no new weapon proficiencies.

Lazor Invocations:Your Warlock and Lazor Kitteh Levels stack for purposes of Invocations you know, and how powerful they can be (Least, Lesser, etc). However you are limited to Blast Shape and Eldritch Essence Invocations while taking levels of Lazor Kitteh.

Lazor Feats: At 1st, 4th, and 7th level you may gain a Bonus Feat from the following list: Ability Focus (Eldritch Blast), Defensive Blast, Eldritch Claws, Empower Spell Like Ability (Eldritch Blast), Extra Invocation, Grappling Blast, Greater Spell Penetration, Heighten Spell Like Ability, Improved Precise Shot, Maximize Spell Like Ability (Eldritch Blast), Point Blank Shot, Power Critical (Eldritch Blast), Precise Shot, Spell Penetration, Weapon Focus (Eldritch Blast)

IMMA CHARGIN' MAH LAZOR! (Ex): At second level you may spend a move action to charge your lazor. The next eldritch blast you fire deals an extra 1d8 damage.
This increases to 2d8 at 6th level and 3d8 at 9th level.

Oh hi...I upgraded MAH LAZOR! (Su): Identical to the Eldritch Blast ability listed on page 7 of the Complete Arcane. Stacks with dice of Eldritch Blast gained from levels in other classes.

Do not ---- with Lazor Kitteh (Su):Once per day you may use Eldritch Blast with any Blast Shape or Eldritch Essence Invocation that allows a Saving Throw. For this one Blast, your opponent does not get a Save and immediately takes full effect as if he had failed his Saving Throw.

PLAYING A LAZOR KITTEH
You are schooled to be support artillery for the other Cat Burglars. You're surprised there aren't more of you, zapping stuff is awesome...
Combat: Your a blaster, so work on improving eldritch blast as much as you can. After all you wont be getting many other Incantations...
Advancement: Lazor Kittehs are pretty much restricted in advancement. You give up versatility for enormous firepower.
Resources: Besides the guild you have whatever gave you your powers as a Warlock. Assuming your long distant ancestors weren't the ones who made the original deal, and you just inherited their DNA.

LAZOR KITTEHS IN THE WORLD
"Darn cats and their laser eyes. In my day the cats didn't have lasers and they caught the mice just fine!"
Loved by the Guilds, hated by their opponents describes you. You do an awful lot of ranged spanking for your employers...
Daily Life: Your either guarding something, or going along with a group raiding a place to provide support fire, or being sent to 'teach someone a lesson'.
Notables: The Siamese Flash (CN Male Human Cat Burglar 2/Warlock 4/Lazor Kitteh 6) is the top zapper of his Guild (and he's also the only one). Ragdoll (CG Female Elf Cat Burglar 2/Warlock 4/Lazor Kitteh 6) is a retired Lazor Kitteh training her Guilds newbies.
Organizations: Many Lazor Kittehs belong to some sort of club. Sort of like a gun range for members only to have shooting competitions. Or maybe a prankster society that delights in zapping pranks.

NPC Reaction
If your using your powers NPC reactions can generally be summed up as "AAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHH!!!!!!!!! OMFG THE CATS HAVE DEVIL POWERS!!!! AAAAAAAAAAAAAAAAAAAHHHHHHHHHHHH!!!"

LAZOR KITTEHS IN THE GAME
Lazor Kittehs are kinda like Warmages. They do one thing and do it well. But beyond that they nap a lot.
Adaptation: Definitely a silly campaigner.
Encounters: PC's trying to raid a Cat Burglar Guild with Lazor Kittehs will be taking some serious blaster fire from them. Or they may get them as bodyguards. After all who expects the cat to be your support fire?

Sample Encounter
EL 12: There's a small cat sitting outside the Thieve's Guild your supposed to sneak into and steal plans from. It seems to be getting irritated by biting flies. It looks around, as if it were seeing if there was anyone around (which is of course just your paranoia). Then rays of light from it's eyes blow the flies out of the sky. Hmm....someone has not provided you critical, need to know information...

The Siamese Flash
CN Human Male Cat Burglar 2/Warlock 4/Lazor Kitteh 6)
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +6, Spot +11, Low Light Vision and Scent in Kitty Form
Languages Common, Elven
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AC 22, touch 16, flat-footed 20 (+2 Dex, +6 Armor, +4 Deflection)
AC Small 25, touch 19, flat-footed 21 (+1 Size, +4 Dex, +6 Armor, +4 Deflection)
AC Tiny 27, touch 21, flat-footed 22 (+2 Size, +5 Dex, +6 Armor, +4 Deflection)
AC Diminutive 30, touch 24, flat-footed 24 (+4 Size, +6 Dex, +6 Armor, +4 Deflection)
hp 42 (12 HD)
Fort +3, Ref +8 (+10 Small, +11 Tiny, +12 Diminutive), Will +10
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Speed 30 ft. (6 squares)
Melee +1 Light Mace +11/+6 (1d6)
Melee Small 2 Claws +13 (1d3-3) and 1 Bite +8 (1d4-3)
Melee Tiny 2 Claws +15 (1d2-4) and 1 Bite +10 (1d3-4)
Melee Diminutive 2 Claws +18 (1 point) and 1 Bite +13 (1d2-4)
Ranged Eldritch Blast +10 Ranged Touch (5d6)
Ranged Small Eldritch Blast +13 Ranged Touch (5d6)
Ranged Tiny Eldritch Blast +15 Ranged Touch (5d6)
Ranged Diminutive Eldritch Blast +18 Ranged Touch (5d6)
Base Atk +8, Grp +7
Atk Options Eldritch Blast 5d6, Sneak Attack +1d6, IMMA CHARGIN' MAH LAZOR! +2d8
Combat Gear 6 Potions of Cure Serious Wounds
Invocations Known Least: Devil's Sight, Eldritch Spear, Frightful Blast
Lesser: Beshadowed Blast, Eldritch Chain
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Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Kitty Form, Purr, Trapfinding, Detect Magic, Deceive Item, DR 1/Cold Iron
Feats Both Barrels, Defensive Blast, Lazor Kitteh, Point Blank Shot, Precise Shot, Weapon Finesse, Empower Spell-Like Ability (Eldritch Blast)(B), Maximize Spell-Like Ability (Eldritch Blast)(B)
Skills Balance +7 (+17 Small, +18 Tiny, +19 Diminutive), Climb +7 (+13 Small, +14 Tiny, +15 Diminutive), Concentration +10, Hide +12 (+22 Small, +27 Tiny, +32 Diminutive), Intimidate +14, Knowledge (Arcana) +7, Listen +6, Move Silently +7 (+13 Small, +14 Tiny, +15 Diminutive), Spellcraft +7, Spot +11, Tumble +7 (+9 Small, +10 Tiny, +11 Diminutive), Use Magic Device +14

Additional +4 Bonus to Hide Checks in high grass or undergrowth while in Kitty Form
PossessionsCollar of Holding, Cute Widdle Bowsies, Warlock's Scepter, +6 Bracers of Armor, +4 Ring of Protection, Ring of the Darkhidden, 6 Potions of Cure Serious Wounds, 445 GP




Defensive Blast
"Back off monkey boy!"
Prerequisites:Eldritch Blast, Precise Shot
Benefit: You may use your Eldritch Blast without provoking an attack of opportunity.




Both Barrels
"Hurts don't it monkey boy?"
Prerequisites:Eldritch Blast, Oh hi...I upgraded MAH LAZOR!!
Benefit: When using you Eldritch Blast you fire two Blasts at once. Both Blasts must be aimed at the same target however, and each Blast does damage as if you were a Warlock 3 levels lower. When using your IMMA CHARGIN' MAH LAZOR! ability, the extra dice applies to both Blasts, as do any Eldritch Essence or Blast Shape Invocations.



EPIC LAZOR KITTEH

Hit Die: d6
Skills Points at Each Level : 4 + int
Invocations: The Lazor Kitteh's Caster level is equal to his Character Level, but he doesn't gain any new Invocations after 20th level.
Oh hi..I upgraded MAH LAZOR!: The Lazor Kitteh gains another +1d6 at level 21, and every 3 levels thereafter.
IMMA CHARGIN' MAH LAZOR!: The Lazor Kitteh gains another +1d8 at level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Lazor Kitteh gains a Bonus Feat every 3 levels higher than 20th.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
MORTICIAN

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/mortician.jpg)

"You want the Babaganoosh family should stay dead, you needs to pay up brotha."

People really shouldn’t leave coffins around you. It's long been a superstition that cats leaping over coffins causes the occupants to become vampires. The Cat Burglars thought about this, and they got a pretty neat idea. Criminals (and the nobility) assassinate people all the time. And if they want those victims to stay dead, by Gawd they'd better cough up some money. Plus you can always get some cheap muscle pretty quick.

BECOMING A MORTICIAN
Mortician's must have the ability to create Undead, so there will obviously be a few levels in some sort of casting class.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, must be able to create undead, whether by spells or other abilities
Feats: Bolster Resistance, Corpsecrafter, Undead Leadership
Skills: Gather Information 4 ranks, Knowledge (Local, Religion) 4 ranks
Saves: Base Fortitude or Willpower Save must be +5
Special: Must be accepted and trained by a Mortician.


Class Skills
The Mortician's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Dex), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local, Religion)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).
Skills Points at Each Level : 4 + int

Hit Dice: d4

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +0 +2 BRAINS!, +1 level of arcane/divine casting class<br /> 2. +1 +0 +0 +3 Information Gathering<br /> 3. +1 +1 +1 +3 Feat, +1 level of arcane/divine casting class<br /> 4. +2 +1 +1 +4 BRAINS!, +1 level of arcane/divine casting class<br /> 5. +2 +1 +1 +4 Information Gathering<br /> 6. +3 +2 +2 +5 Feat, +1 level of arcane/divine casting class<br /> 7. +3 +2 +2 +5 BRAINS!, +1 level of arcane/divine casting class<br /> 8. +4 +2 +2 +6 Information Gathering<br /> 9. +4 +3 +3 +6 Feat, +1 level of arcane/divine casting class<br /> 10.+5 +3 +3 +7 VAMPIRES! VAMPIRES EVERYWHERE!, +1 level of arcane/divine casting class

Weapon Proficiencies: Morticians gain no new weapon or armor proficiencies.

BRAINS! (Su): At 1st level, anytime you use your spells or class abilities to animate a corpse into undead, you may opt to reanimate them with their Intelligence score and full memories intact even if they would normally be mindless (i.e. zombies, skeletons, etc). While they will not harm you unless attacked, they are not necessarily under your control.

At 4th level undead you animate have their full Wisdom and Charisma scores.

At 7th level undead you animate have all their skills/feats/class abilities they had in life. Abilities based off of Constitution are now based off of Charisma instead.

Information Gathering (Sp): At 2nd level you may cast Speak With Dead at will as a Spell-Like Ability.

At 5th level when using this ability the duration is unlimited and you ask as many questions as you wish. If the Speak With Dead spell has previously been cast upon this corpse within the last week your ability still works.

At 8th level the corpse gets no Saving Throw against this ability.

Feat: At level 3 you get Necromantic Presence as a Bonus Feat. At level 6 you get Necromantic Might as a Bonus Feat. At level 9 you gain Nimble Bones as a Bonus Feat.

VAMPIRES! VAMPIRES EVERYWHERE! (Su): At 10th level you may opt to make any Undead you animate via spells a Vampire instead of the usual undead it creates. This is mostly used to blackmail people because lets face it who wants vampires around. The threat of you using this ability can make for some nice cash...

PLAYING A MORTICIAN
You blackmail the worst of the worst. You can reanimate the victims of the local bad guys to testify against them in court as to who put them in the ground. That makes people a weee bit nervous, and definitely willing to cough up some monay. And of course more willing to hunt you down...
Combat: Combat isn't your strong suit. You raise dead guys who can do that though. And they seem to like it, specially if the opponent has blood or braaaaaiiiinsss...
Advancement: Many Morticians become oddly proficient necromancers despite their corpse monster making focus. Some end up running Thieve's Guilds with zombies. It's a sight to behold lemme tell ya.
Resources: Morticians have the Cat Burglar Guilds to draw on, and the knowledge of their recently dead buddies. Anytime someone dies, they gain a new bit of knowledge if they can learn where the body is.

MORTICIANS IN THE WORLD
"Keep them dam cats away from the coffins!"
The world is full of bad people. The afterlife is full of nice people killed by bad people. Sometimes it's nice to arrange for the two of them to meet. A mediator of sorts. Yes, that's you.
Daily Life: You spend most of your time looking for easy marks..er..bad people. Yes, bad people. People who have secrets. Secrets they need to stay dead. And of course then you have to find out where those secrets are buried.
Notables: Zorba (CN Human Male Dread Necromancer 6/Mortician 6) is a self styled champion of the dead. He brings back murder victims to get their own revenge. Zagorka (CE Female Gnome Sorcerer 6/Mortiican 6) is a blackmailer and a thief. A thief who steals by getting the secrets of dead people.
Organizations: Morticians are a loose alliance, always willing to help a brother in trouble. And since Morticians are frequently in trouble, that's a pretty good thing. And of course there's always the Cat Burglar Guild if you haven't split off and gone solo.

NPC Reaction
NPC's tend to think you're a kitty. Until they see you hopping over graves, and monsters clawing their way up. Then it's pants changing time.

MORTICIANS IN THE GAME
The Mortician is kind of a weird class. You could play it many different ways, and it could be troublesome to certain styles of campaigns such as mysteries.
Adaptation: This could go in a horror setting as well, preferably in awakened cat Guilds. But in goofy campaign the amount of endless trouble you can cause should be darned amusing.
Encounters: PC's will tend to encounter Morticians in graveyards, or wherever bodies are kept after death. Sometimes they can also be seen accompanying their undead charges on raids.

Sample Encounter
EL 12: You have been hired to watch over a funeral which their employer believes a bad event he refuses to be specific about will occur. A small kitty jumps on the coffin, and then a zombie roars up from it accusing your employer of murdering him just before he bites the head off some old lady. God, you really hate some of these assignments.


Zorba
(CN Human Male Cat Burglar 1/Dread Necromancer 5/Mortician 6)
Init +2 (+4 Small), Senses: Listen +7, Spot +7, Low Light Vision and Scent in Kitty Form
Languages Common, Goblin
------------------------------------------------
AC 20, touch 16, flat-footed 16 (+2 Dex, +4 Deflection, +4 Armor)
AC Small 23, touch 19, flat-footed 19 (+1 Size, +4 Dex, +4 Deflection, +4 Armor)
hp 36 (12 HD)
Fort +3, Ref +7 (+9 Small), Will +10
Mental Bastion
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Kukri +9/+4 (1d4/15-20)
Ranged +1 Light Crossbow +9 (1d8/17-20)
Melee Small 2 Claws +3 (1d3-3) and 1 Bite -2 (1d4-3)
Base Atk +6, Grp +5 (-1 Small)
Atk Options Charnel Touch (1d8+1), Negative Energy Burst 1/day (6d4, DC 20)
Combat Gear
Spells Per Day 1st: 7 (DC 15)
2nd: 7 (DC 16)
3rd: 7 (DC 17)
4th: 5 (DC 18)
Caster Level 9
Supernatural Abilities Rebuke Undead 7/day, Fear Aura (DC 20)
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 18
Abilities Str 4, Dex 18
SQ DR 2/Bludgeoning and Magic, Purr, Trapfinding, Kitty Form, Advanced Learning (Shroud of Undeath)
Feats Bolster Resistance, Corpsecrafter, Quicken Turning, Undead Leadership, Unquenchable Flame of Life, Vampire Hunter, Necromantic Presence (B), Necromantic Might (B)
Skills Balance +6 (+16 Small), Bluff +8, Climb +6 (+12 Small), Concentration +4, Gather Information +10, Hide +10 (+20 Small), Intimidate +7, Jump +1 (+7 Small), Knowledge (Local, Religion) +7, Listen +7, Move Silently +10 (+16 Small), Search +9, Spellcraft +2, Spot +7, and Tumble +6
Possessions Collar of Holding, Cute Widdle Bowsies, +4 Ring of Protection, Wight Armor, Ring of Invisibility, +1 Keen Kukri, +1 Keen Light Crossbow, 432 GP





EPIC MORTICIAN

Hit Die: d4
Skills Points at Each Level : 4 + int
Spells The Morticians Caster Level continues to rise, but it doesn't gain additional spells per day.
Bonus Feats: The Epic Mortician gains a Bonus Feat every 3 levels higher than 20th
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
NINELIFER

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/ninelifer.jpg)

"Just try and hit me. Go on just try."

Some cats get all the luck. You back yours up with magic.

BECOMING A NINELIFER
You can go into Ninelifer with virtually any class as long as it shares some class skills.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Feats: Any 2 Luck Feats
Skills: Any 2 Ninelifer Class Skills 8 Ranks


Class Skills
The Ninelifer's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha, and Spot (Wis).
Skills Points at Each Level : 4 + int

Hit Dice: d6

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +2 Extra Life (x1)<br /> 2. +1 +0 +3 +3 Luck Feat<br /> 3. +2 +1 +3 +3 Extra Life (x3)<br /> 4. +3 +1 +4 +4 Luck Feat<br /> 5. +3 +1 +4 +4 Extra Life (x5)<br /> 6. +4 +2 +5 +5 Luck Feat<br /> 7. +5 +2 +5 +5 Extra Life (x7)<br /> 8. +6 +2 +6 +6 Luck Feat<br /> 9. +6 +3 +6 +6 Extra Life (x9)<br /> 10.+7 +3 +7 +7 The Universe Likes Mr. Cuddles

Weapon Proficiencies: A Ninelifer gains no new weapon proficiencies.

Extra Life (Su): At 1st level, anytime something would do enough damage to kill you you may make a Reflex Save (DC: 10 plus half opponents Hit Dice, plus his Charisma modifier) to not take that hit. It never happened. You may do this once per day.


At 3rd level you may use you Extra Life ability 3 times per day. And you may use it to immediately stabilize yourself if you are below 0 hit points (DC Save is not required for stabilization).

At 5th level you may use it 5 times per day, and you may use it to ignore any attack that would put you into negative hit points (DC Save is same).

At 7th level you may use it 7 times per day, and you may use it to avoid taking Skirmish, Sneak Attack, or Sudden Strike Damage (DC Save is same).

At 9th level you may use it 9 times per day, and you may use it to avoid Save or Die Effects if you fail the Saving throw (DC Save is same). Regardless of how many uses of this ability you have you may only use 1 of them against any specific attack/spell/etc. In other words if you fail a Save vs Finger of Death, you get one attempt with Extra Life against that particular use of that spell. If they try again with another Finger of Death spell you get another use against it.

Luck Feat: At 2nd, 4th, 6th, 8th, and 10th level you may take a bonus Luck Feat from the following list: Advantageous Avoidance, Danger Sense, Dive for Cover, Dumb Luck, Good Karma, Healers Luck, Lucky Catch, Lucky Fingers, Lucky Start, Make Your Own Luck, Misers Fortune, Sly Fortune, Survivors Luck, Tempting Fate, Unbelievable Luck

The Universe Likes Mr. Cuddles (Su): At 10th level you can manipulate reality in small ways. If you are being attacked/targeted for a spell or effect/etc, you may expend one Luck reroll as an Immediate action to Stun that opponent for 1 round, or 2 Luck rerolls to Stun all opponents within 30'. Perhaps he swallows a bee, or has a minor drop in blood pressure, or he got a bad meal thats caught up with him. Maybe his left testicle spontaneously implodes for 1/10th of a second for no viable reason, it must be worded in any way that could theoretically work. The opponent(s) do not get a Saving throw. Optionally you may also expend 1 Luck reroll to gain a Luck Bonus equal to half your Effective Character Level on any roll of your choice as an immediate action. If you are completely broke, and need money, you may expand 1 Luck reroll to 'find' 1d6 gold pieces.


PLAYING A NINELIFER
You are a gambler at life, using your magic to interfere with probability to make things come out the way you want. Your seemingly infinite good luck makes you a lot of enemies though...
Combat: You aren't a fighter. But with luck your class abilities will keep you from being hurt let alone killed...
Advancement: Ninelifers mostly just try to accumulate luck. Kinda straightforward...
Resources: The Ninelifer has the Guilds of course but his best resource is his own luck. Things tend to go your way, despite however badly others might want them not to.

NINELIFERS IN THE WORLD
"I got beat at poker by a cat today. I'll be in my room hanging myself if someone wants me."
Ninelifers just sort of drift through life seeing what comes their way. Most are confidence tricksters.
Daily Life: You are pretty much like any other Cat Burglar, wheedling your way into homes or adventure. You have an edge when it comes to your luck though. In fact you rarely make plans at all, just waiting to see what drops into your lap.
Notables: Tumbles (CN Human Male Cat Burglar 5/Fortune's Friend 3/Ninelifer 4) is a con man who defends the Guild by causing trouble for their enemies. Niblets (CG Female Elf Cat Burglar 5/Ninelifer 7) is an adventurer and on again/off again associate of the Guilds.
Organizations: Ninelifers rarely have any organized groups. They are aloof, even among their brother Cat Burglars.

NPC Reaction
NPC's hate you like few other things on this earth. Stuff always seems to go your way, you never seem to get caught, you always get the bling... On the other hand your a great recruiting tool for the Cat Burglar Guilds as you somehow seem to make it look so glamorous.

NINELIFERS IN THE GAME
The reliance Ninelifers have on rerolls make them a wild card. Potentially they have the ability to really monkey wrench you.
Adaptation: Ninelifers are definitely for silly campaigns.
Encounters: Ninelifers seem to encounter people when its best or worst for them. So likely you'll be on the receiving end of some scheme they have, or just an innocent bystander. If one is actually helping you you may be all off the above.

Sample Encounter
EL 12: You've been playing poker in a bar all day with a cat, when some guy busts in and accuses the cat of sleeping with his wife. After which the bar stares at him for several long moments before beating him senseless and chucking him back outside. The cat winks at you...


Tumbles
CN Human Cat Burglar 5/Fortune's Friend 3/Ninelifer 4
Init +3 (+5 Small, +6 Tiny, +7 Diminutive), Senses: Listen +9, Spot +9, Low Light Vision and Scent in Kitty Form
Languages Common, Elven
------------------------------------------------
AC 23, touch 17, flat-footed 20 (+3 Dex, +6 Armor, +4 Deflection)
AC Small 26, touch 20, flat-footed 21 (+1 Size, +5 Dex, +6 Armor, +4 Deflection)
AC Tiny 28, touch 22, flat-footed 22 (+2 Size, +6 Dex, +6 Armor, +4 Deflection)
AC Diminutive 31, touch 25, flat-footed 24 (+4 Size, +7 Dex, +6 Armor, +4 Deflection)
hp 42 (12 HD)
Fort +3 (+5 if you still have luck rerolls for the day), Ref +14 (+16 Small, +17 Tiny, +18 Diminutive), Will +7
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Short Sword +11/+6 (1d6)
Melee Small 2 Claws +13 (1d3-3) and 1 Bite +8 (1d4-3)
Melee Tiny 2 Claws +15 (1d2-4) and 1 Bite +10 (1d3-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-3)
Base Atk +7, Grp +6
Atk Options 10 Luck rerolls
Combat Gear
Supernatural Abilities Extra Life x3
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 16
Abilities Small Str 4, Dex 20
Abilities Tiny Str 3, Dex 22
Abilities Diminutive Str 2, Dex 24
SQ Trapfinding, Purr, Kitty Form, Easy Luck, More Luck Than Skill
Feats Advantageous Avoidance, Anklebiter, Dumb Luck, Tempting Fate, Lucky Start, Make Your Own Luck, Survivor's Luck, Unbelievable Luck, Weapon Finesse
Skills Appraise +7, Balance +6 (+16 Small, +17 Tiny. +18 Diminutive), Bluff +12, Climb +6 (+12 Small, +13 Tiny. +14 Diminutive), Diplomacy +11, Escape Artist +6 (+8 Small, +9 Tiny. +10 Diminutive), Gather Information +11, Hide +11 (+21 Small, +26 Tiny, +31 Diminutive), Jump +2 (+8 Small, +8 Tiny, +7 Diminutive), Knowledge (Local, Nobility) +5, Listen +9, Move Silently +11 (+17 Small, +18 Tiny, +19 Diminutive), Open Lock +11, Search +9, Sense Motive +9, Spot +9, Tumble +7 (+9 Small, +10 Tiny. +11 Diminutive), Use Magic Device +7

Gains an additional +4 to Hide CHecks in tall grass or undergrowth while in Kitty Form
Possessions Collar of Holding, Cute Widdle Bowsies, +4 Ring of Protection, +6 Bracers of Armor, Boots of Speed, +1 Short Sword, 940 GP


EPIC NINELIFER

Hit Die: d6
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Ninelifer gains a Bonus Feat every 2 levels higher than 20th.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
POCKET KITTY

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/pokcetkitty2.jpg)

"Meow. Purrrrrrrrr."

In the city of Le Gevaudan the Cat Burglar Guilds were routed by invaders who became the new form of government. They disappeared and went underground to await revenge. Decades later the conquering invaders are now as fat, rich, and corrupt as the government they replaced. And a little too proud for their own good. As an insult to their former enemies (whom they believed dead) the new nobility has bred a cat that always remains a kitten, small enough to put in a shirt pocket. They display them proudly as an insult to the Guild they believe they destroyed, and as a reminder that they can destroy anyone else who would oppose them.

Unfortunately they have just given the Guilds an opening...

BECOMING A POCKET KITTY
Most Pocket Kitties have levels in Cat Burglar, and no other class...

ENTRY REQUIREMENTS
Class Abilities: Kitty Form (Diminutive)
Skills: Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks


Class Skills
The Pocket Kitty's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Hide (Dex), Knowledge (History, Local, Nobility and Royalty)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), and Tumble (Dex)
Skills Points at Each Level : 6 + int

Hit Dice: d6

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +0 Cat Radar<br /> 2. +1 +0 +3 +0 Pocket Feat<br /> 3. +2 +1 +3 +1 Camouflage Kitty<br /> 4. +3 +1 +4 +1 Cat Radar<br /> 5. +3 +1 +4 +1 Pocket Feat<br /> 6. +4 +2 +5 +2 You can't see me<br /> 7. +5 +2 +5 +2 Pocket Feat<br /> 8. +6 +2 +6 +2 Cat Radar<br /> 9. +6 +3 +6 +3 Hide in Plain Sight<br /> 10.+7 +3 +7 +3 Master of the Unseen

Weapon Proficiencies: Pocket Kitties gain no weapon or armor proficiencies.

Cat Radar (Ex): Being Trained to listen in on conversations Pocket Kitties are Masters of Hearing.

At 1st Level you do not take a +5 to DC for being distracted or for Listening through a Door.

At 4th level you may always take 10 on a Listen check, and only take a +1 to Listen DC's per 20 feet distance instead of 10.

At 8th level you gain Blindsight in a 20' Radius. If you are deafened or lose your hearing you also lose this ability until your hearing is restored.

Pocket Feats:At 2nd, 5th, and 7th levels you gain a Feat from the following list if you meet the prerequisites: Agile, Alertness, Always Underfoot, Dive for Cover, Dodge, Improved Diversion, I Wuv U, Lightning Reflexes, Mobility, Pocket Dimension, Pwease, Quick Reconnoiter, Super Scamper Powers

Camouflage Kitty (Ex): This Works like the Camouflage ability listed on page 48 of the Players Handbook, with the addition that while in Diminutive Kitty Form you can use it in urban terrain as well.

You Can't See Me (Ex): If you can take a Full Round Action to make your Hide check before your opponent sees you, you gain a +10 Circumstance Bonus.

Hide in Plain Sight (Ex): This Works like the Hide in Plain Sight ability listed on page 48 of the Players Handbook, with the addition that while in Diminutive Kitty Form you can use it in urban terrain as well.

Master of the Unseen (Ex): If you are in a backpack or bulky article of clothing before someone puts it on, you may make a Hide check to remain unnoticed as long as you don't move. If you are in a backpack that a character is rummaging through without looking (i.e. they're relying on touch) you may make a Hide vs Search check to remain unnoticed. This only works in Kitty Form, unless for some reason you are hiding in the clothing of something 3 size classes larger than you are in humanoid form. Obviously you cannot become human inside clothing or packs without revealing yourself, and bursting the article you are hiding in. Which can sometimes be a pretty good distraction for running away.

PLAYING A POCKET KITTY
You are designed to be an invisible spy. You excel at hiding and squeezing into tight spaces to observe events.
Combat: Pocket Kitties aren't fighters, they're watchers. You're the advance team who finds things out before the fighting goes down.
Advancement: Pocket Kitties are pretty much advance spies, but exceptional ones may become Guild Leaders themselves, running the Guild right under their "owners" noses.
Resources: As usual you have the Cat Burglar Guilds to draw upon. And whatever you can steal from the nobility when they arent paying attention.

POCKET KITTIES IN THE WORLD
"You see this? A black furred shorthair. Very rare. Cost me a lot of money."
Most people have no idea you exist. They think of you as a pet for rich fops.
Daily Life:You are a pampered pet of the pampered rich. You spend your days being fed extravagantly expensive foods while being displayed in the shirt pocket of your 'owner'. In the meantime you get to listen in on all his conversations and learn the secrets of the upper classes.
Notables: Bitty Kitty (CN Male Human Cat Burglar 6/Pocket Kitty 6) is beginning his own Guild with the remains of his old Guild which was ruthlessly hunted down. Mr. Bigglesworth (CE Awakened Cat Cat Burglar 6/Pocket Kitty 6) is running his own Guild of Thieve's under the nose of his megalomaniacal arch villain owner.
Organizations: The Pocket Kitties are a variant on the standard Cat Burglar Guild specific to a city, or perhaps a country or two.

NPC Reaction
Most NPC's perceive you as a pet the rich find fashionable.

POCKET KITTIES IN THE GAME
Pocket Kitties are heavily balanced towards spying. They will work best in a roleplay heavy campaign with little combat.
Adaptation: This one is kinda bizarre. Probably a silly campaign only thing.
Encounters: PC's will encounter Pocket Kitties if they enter a city where Pocket Cats are in fashion. They'll probably find a few in their clothing somewhere.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Today you were hired to guard one of the local noblemen, who is afraid someone will steal his Pocket Kitty for ransom. At times you'd almost swear the cats more intelligent than he is.

Bitty Kitty
CN Male Human Cat Burglar 6/Pocket Kitty 6
Init +3 (+5 Small, +6 Tiny, +7 Diminutive), Senses: Listen +13, Spot +14, Scent and Low Light Vision in Kitty Form
Languages Common, Elven
------------------------------------------------
AC 22, touch 16, flat-footed 19 (+3 Dex, +6 Armor, +3 Deflection)
AC Small 25, touch 19, flat-footed 20 (+1 Size, +5 Dex, +6 Armor, +3 Deflection)
AC Tiny 27, touch 21, flat-footed 21 (+2 Size, +6 Dex, +6 Armor, +3 Deflection)
AC Diminutive 30, touch 24, flat-footed 23 (+4 Size, +7 Dex, +6 Armor, +3 Deflection)
hp 42 hp (12 HD)
Fort +4, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +7
Evasion, Uncanny Dodge
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Shortsword +11 (1d6)
Melee Small 2 Claws +14 (1d3-3) and 1 Bite +9 (1d4-3)
Melee Tiny 2 Claws +14 (1d2-3) and 1 Bite +9 (1d3-3)
Melee Diminutive 2 Claws +14 (1 point) and 1 Bite +9 (1d2-4)
Base Atk +8, Grp +7 (+1 Small, -12 Tiny, -16 Diminutive)
Atk Options +2d6 Sneak Attack
Combat Gear 4 Potions of Cure Serious Wounds
-----------------------------------------------
Abilities Str 8, Dex 16, Con 10, Int 12, Wis 16, Cha 13
Abilities Small Str 4, Dex 20
Abilities Tiny Str 3, Dex 22
Abilities Diminutive Str 2, Dex 24
SQ Kitty Form, Purr, Trapfinding, Cat Radar, Camouflage Kitty, You Can't See Me
Feats ...And Persons Aren't Much Better, Dodge, Dogs Are Retarded, I Wuv U, Mobility, Pocket Dimension, Run, Weapon Finesse
Skills Appraise +5, Balance +9 (+19 Small, +20 Tiny, +21 Diminutive), Bluff +7, Climb +9 (+15 Small, +16 Tiny, +17 Diminutive), Disable Device +6, Escape Artist +7 (+9 Small, +10 Tiny, +11 Diminutive), Gather Information +6, Hide +13 (+23 Small, +28 Tiny, +33 Diminutive), Jump -1 (+5 Small, +4 Tiny or Diminutive), Knowledge (Local, Nobility) +9, Listen +13, Move Silently +13 (+19 Small, +20 Tiny, +21 Diminutive), Open Lock +13, Search +11, Sense Motive +8, Spot +13, Tumble +9 (+11 Small, +12 Tiny, +13 Diminutive)

Additional +4 to Hide Checks in tall grass or undergrowth in Kitty Form
Possessions Collar of Sneakery Blackmail, Cute Widdle Bowsies, Bracers of Armor +6, +3 Ring of Protection, +1 Defending Shortsword, 4 Potions of Cure Serious Wounds, 726 GP



Pocket Dimension
Kitty likes to play Peekaboo.
Prerequisites: Pocket Kitty Level 3
Benefits: You may use the spell Dimension Door 5 times per day as a Supernatural ability, but only to teleport yourself and up to a light load from one clothing's pocket to another. Caster Level is equal to half character level.


EPIC POCKET KITTY

Hit Die: d6
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Pocket Kitty gains a Bonus Feat every 2 levels higher than 20th.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available

PROFESSIONAL MOUSER

IMAGE(<a href="http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Mouser.jpg" title="http://i212.photobucket.com/albums/cc70/bhutastan/Cats/Mouser.jpg" target="_blank" rel="nofollow">i212.photobucket.com/albums/cc70/bhutast...</a>)
    
”Got rid of yer mousie problem Mister Noble.  Now if’n ya want ‘em ta stay gone, I need some scratch.”

 Professional Mousers are professional blackmailers really.  They summon huge swarms of rodents to infest crops and homes, and then offer their services to get rid of them.  And of course supplemental payments to ensure they stay gone...

BECOMING A PROFESSIONAL MOUSER
Most Professional Mousers have a few levels of Cat Burglar and Druid.

 ENTRY REQUIREMENTS
   Class Abilities:  Kitty Form
   Spellcasting:  Must be able to cast Dominate Animal and Summon Swarm
   Feats:  Animal Affinity, Leadership (Must have Awakened Mouse or Rat as Cohort)
   Skills:  Bluff 4 ranks, Handle Animal 8 ranks, Knowledge (Nature) 8 ranks


Class Skills
 The Professional Mouser's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Perform (Acting), Sense Motive (Wis), and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d6

[b]   BAB  Fort    Ref    Will  Abilities[/b]<br />1. +0    +0     +2     +2    Rat Friend<br />2. +1    +0     +3     +3    Call Rats, +1 level of Divine Spellcasting Class<br />3. +2    +1     +3     +3    +1 level of Divine Spellcasting Class<br />4. +3    +1     +4     +4    Rat Friend<br />5. +3    +1     +4     +4    Call Rats, +1 level of Divine Spellcasting Class<br />6. +4    +2     +5     +5    +1 level of Divine Spellcasting Class<br />7. +5    +2     +5     +5    Rat Friend<br />8. +6    +2     +6     +6    Call Rats, +1 level of Divine Spellcasting Class<br />9. +6    +3     +6     +6    +1 level of Divine Spellcasting Class<br />10.+7    +3     +7     +7    Say Hello To My Little Friend, +1 level of Divine Spellcasting Class


Weapon Proficiencies: Professional Mouser's gain no new weapon or armor proficiencies.
 
Rat Friend (Sp): At 1st level you can cast Mass Charm Animal 3 times per day as a Spell Like Ability.  This is the same as the Charm Animal spell, except you can charm one or more animals no two of which must be more than 30' apart, and lasts 1 day/level.  It only works on rodents (mice, rats, etc).  You may also control rat swarms if you summon them with the Summon Swarm spell.

At 4th level you can cast Mass Dominate Animal 3 times per day as a Spell Like Ability.  This is the same as the Dominate Animal spell, except you can charm one or more animals no two of which must be more than 30' apart, and lasts 1 day/level.

At 7th level you can cast Awaken once per day as a Spell Like Ability, but only on rodents.

Call Rats: You may "lose" a prepared spell to cast a Summon Monster spell of the same level.

At 2nd level you may lose a 3rd level spell to cast Summon Monster III, but you can only summon 2d6 Fiendish Dire Rats, 1d4 Ash Rats, or a Lesser Cranium Rat Swarm.

At 5th level you may lose a 4th level spell to cast Summon Monster IV, but you can only summon 2d4 Were Rats (this is the example CR 2 Wererat).

At 8th level you may lose a 5th level spell to cast Summon Monster V, but you can only summon 4d6 Fiendish Dire Rats, 2d6 Ash Rats, or an Average Cranium Rat Swarm.

Say Hello To My Little Friend (Sp): Once per week you may do one of the following: Awaken (as per the spell) all Rodents within 100 feet, transform all Rats within 500 feet into Moonrats (see MMII), or cast Summon Monster IX (you summon a Dire Rat with the Titanic Template, see MMII).  Awakened or transformed rats are not necessarily loyal to you (particularly the Moonrats), but the giant one is as per the summoning spell.

PLAYING A PROFESSIONAL MOUSER
 You're smart, unlike the local peasantry.  Or the ruling classes either for that matter.  They'll listen to anything you have to say, no matter how unlikely once they trust you.  And if not, you can always get the rats to make them trust you again.   And if that doesn't work you can curse the city with evil Moonrats, or Kaiju rats.
 Combat: Combat isn't really what you are built for.  You can summon swarms and critters to help defend you, but you prefer to stay out of the fight yourself.
 Advancement: Since you are a blackmailer, concentrate on your social skills (you'll need them) and things that will get you out of trouble in a tight spot when you get caught.  
Resources: Aside from the Guilds resources the Professional Mouser usually has a network of awakened rodents as spies of some sort.  It's amazing what they can turn up sometimes...

PROFESSIONAL MOUSERS IN THE WORLD
"Apparently the mice are on his side.  What kind of self respecting mouse teams up with cats to blackmail an honest, hard working despot?"
 Mousers tend to be lonely except for their awakened critter friends.  After all they lie on a pretty constant basis, so close relationships are difficult for them among anyone but other thieves.
 Daily Life: You spend your days casing towns and villages for good marks.  You need people with some extra money, and a livelihood that can be threatened by rodents.  Sometimes you also support the odd revolution against truly evil rulers.
 Notables: Boots (CN Male Human Cat Burglar 1/Druid 5/Professional Mouser 6) is the consummate PM.  A scam artist without peer in his country.  Puss (CE Female Elf Cat Burglar 1/Druid5/Professional Mouser 6) is a Mouser who threatens people with being eaten by rats if they fail to pay up.
 Organizations: Professional Mousers usually belong to a Guild or are solo operators.  Most really don't have an organization backing them, but they're tendencies to blackmail others mean many organizations often end up hunting them.

NPC Reaction
 NPC's either tend to hail you as their savior or curse you as the devil incarnate.  It's rare that they find any middle ground between these two extremes.

PROFESSIONAL MOUSERS IN THE GAME
 This class is kinda odd for an adventuring type.  But they do have a sort of built in spy network traveling with them so they can be useful.
 Adaptation: In some ways this could be used for a dark campaign too.  Silly works better, but it'll make for an interesting horror villain.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
EL 12: The PC's room is infested with rats.  A large cat routs the horde, and as the PC's cheer it calmly says "That'll be 50 gold please."


Boots
CN Male Human Cat Burglar 1/Druid 5/Professional Mouser 6
Init +1 (+3 Small), Senses: Listen +7, Spot +7, Low Light Vision and Scent in Kitty Form
Languages Common, Druidic, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+1 Dex, )
AC Small , touch , flat-footed   (+1 Size, +3 Dex, )
hp 47 (12 HD)
Fort +6, Ref +9 (+11 Small), Will +11  
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Short Sword +8/+3 (1d6-1)
Melee Small 2 Claws +11 melee (1d3-3) and 1 Bite +6 melee (1d4-3)
Base Atk +7, Grp +6 (+0 Small)
Atk Options +1d6 Sneak Attack
Combat Gear 4 Potions of Cure Serious Wounds, 2 Potions of Haste
Spells Per Day 0: 6 (DC 13)
1: 5 (DC 14)
2: 5 (DC 15)
3: 4 (DC 16)
4: 2 (DC 17)
5: 1 (DC 18)
Caster Level 9
-----------------------------------------------
Abilities Str 8, Dex 12, Con 10, Int 13, Wis 16, Cha 16
Abilities Small Str 4, Dex 16
SQ Purr, Trapfinding, Kitty Form, Animal Companion (Dire Rat), Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 1/day, Rat Friend (Mass Charm Animal 3/day, Mass Dominate Animal 3/day), Call Rats
Feats Animal Affinity, Anklebiter, Jibba Jabba, Leadership, Spell Focus (Conjuration), Weapon Finesse
Skills Bluff +11, Concentration +8, Diplomacy +11, Gather Information +11, Handle Animal +13, Hide +9 (+19 Small), Knowledge (Local, Nature) +9, Listen +7, Move Silently +7 (+13 Small), Ride +3, Sense Motive +7, Spellcraft +2, Spot +7, Tumble +5, Use Magic Device +7
Possessions Collar of Holding, Cute Widdle Bowsies, Bracers of Armor +6, Explosive Sling, Summoner's Totem, Boots of Desperation, 4 Potions of Cure Serious Wounds, 2 Potions of Haste, Masterwork Short Sword, 240 GP



EPIC PROFESSIONAL MOUSER

Hit Die: d6
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Professional Mouser gains a Bonus Feat every 4 levels higher than 20th.

http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
SANDA'S LITTLE HELPERS

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/littlehelpers.jpg)

"Yeah sometimes I just can't resist a really bad pun."

Once't upon a time there was a great elf general named Sanda. To win his many campaigns he paid off the Cat Burglar guilds to act as his personal scouts and spies.

BECOMING A SANDA'S LITTLE HELPER
Normally you can qualify for this class with just Cat Burglar. You could also take a few levels in Scout, Ninja, or Rogue.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form
Skills: Hide 8 Ranks, Listen 8 Ranks, Move Silently 8 Ranks, Spot 8 Ranks, Survival 8 Ranks
Feats: Track
Base Attack Bonus: +4 BAB

Class Skills
The Sanda's Little Helper class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Geography, Local, Nature, Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level : d6 + int

Hit Dice: d6

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +0 Swift Tracker, Sniffer<br /> 2. +1 +0 +3 +0 Camouflage<br /> 3. +2 +1 +3 +1 Trackless Step, Whiskers (+2)<br /> 4. +3 +1 +4 +1 Move Like the Wind<br /> 5. +3 +1 +4 +1 Track the Trackless<br /> 6. +4 +2 +5 +2 Improved Scent, Whiskers (+4)<br /> 7. +5 +2 +5 +2 Dark Vision 60'<br /> 8. +6 +2 +6 +2 Hide in Plain Sight<br /> 9. +6 +3 +6 +3 Uncanny Scent, Whiskers (+6)<br /> 10.+7 +3 +7 +3 Dark Vision 90', Specialty

Weapon Proficiencies: Sanda's Little Helpers gain no new weapon or armor proficiencies.

Swift Tracker (Ex): Identical to the Ranger ability on page 48 of the Players Handbook.

Sniffer (Ex): You may use Scent outside of Kitty Form as well.

Camouflage (Ex): Identical to the Scout ability on page 13 of the Complete Adventurer.

Trackless Step (Ex): Identical to the Druid ability on page 36 of the Players Handbook.

Whiskers (Ex): You receive a Competence Bonus to Survival skill checks. The Bonus is +2 at level 3, +4 at level 6, and +6 at level 9.

Move Like the Wind (Ex): You do not take a -5 penalty to Hide or Move Silently checks when moving at full speed, and only take a -10 when running.

Track the Trackless (Ex): By taking a -20 penalty on your Survival check you may track creatures under the influence of a Pass Without Trace spell or similar effect.

Improved Scent (Ex): At 6th level you gain the Improved Scent Feat.

Dark Vision (Ex): At 7th level you gain Dark Vision out to 60'. At 10th level it increases to 90'.

Hide in Plain Sight (Ex): Identical to the Scout ability on page 13 of the Complete Adventurer.

Uncanny Scent (Ex): At 9th level you gain the Uncanny Scent Feat

Specialty (Su): At 10th level you may choose one of the following spells to cast 3 times per day as a Supernatural Ability: Legend Lore, Veil, Probe Thoughts, or True Seeing. Once chosen your stuck with your spell of choice.

PLAYING A SANDA'S LITTLE HELPER
Your job is to find out things, track people down, etc. Do your best to remain unseen, and unknown, only revealing yourself if it becomes necessary.
Combat: You are not a combat monster. Stealth is your best friend, and it's best for you to hide when the swinging starts and wait for an opportunity to be a spoiler.
Advancement: Little Helpers tend to come in one of 4 varieties: the Tracker (you hunt people and things down), the Investigator (you solve crimes or odd events), the Scout (you scout ahead of military invasions or gather information), or the Saboteur (you sneak in and do bad stuff).
Resources: Your resources are usually pretty good, as most members of this class will have the backing of some sort of military organization. Military organizations with masses of supplies, hopefully not guarded by your brethren...
SANDA'S LITTLE HELPERS IN THE WORLD
"I tell ya Lou, there's cats in them there forests!"
Depending on which side of Sanda's armies you were on, the Little Helpers are either invaluable war heroes, or dirty bastards. People tend to love or hate you with not much in between.
Daily Life: Much of your time is spent spying on something for something, usually alone or with a small outfit of others like you.
Notables: Kringle (N Male Human Cat Burglar 2/Scout 4/Sanda's Little Helper 6) curently works as a mercenary for the Elven host. Kristy (N Female Human Cat Burglar 2/Scout 4/Sanda's Little Helper) is currently a sherrif in a small country village.
Organizations: Sanda and his armies are long gone, but the tradition of the Little Helpers live on. Many law enforcement and military organizations (and adventurers guilds) make use of your skills. You can usually count on them for support (unless of course you're caught).

NPC Reaction
Most people just think your a feral wild cat. If they knew the truth they'd probably start hanging cats....

SANDA'S LITTLE HELPERS IN THE GAME
Sanda's Little Helpers could be trouble in a mystery campaign as their high skill levels will let them solve things easily. But spying and investigating is what they do, so you'll have to throw in a little suspense or the class won't be worth it.
Adaptation: Sanda's Little Helpers are one of the few PrC's for this class that might play off well in a non silly campaign.
Encounters: PC's should never realize hey have encountered a Little Helper. After all what kind of information gatherer would you be if people were able to pick you out.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: "Y'know Bob ever since we entered elf territory that damn cat has been following us. He was in my tent when I woke up this morning just sitting there watching me sleep. Damn creepy if you ask me..."


Kringle
N Male Human Cat Burglar 2/Scout 4/Sanda's Helper 6
Init +5 (+7 Small, +8 Tiny, +9 Diminutive), Senses: Listen +12, Spot +12, Scent, Low Light Vision in kitty Form
Languages Common
------------------------------------------------
AC 19, touch 16, flat-footed 17 (+2 Dex, +4 Deflection, +3 Armor)
AC Small 22, touch 19, flat-footed 18 (+1 Size, +4 Dex, +4 Deflection, +3 Armor)
AC Tiny 24, touch 21, flat-footed 19 (+2 Size, +5 Dex, +4 Deflection, +3 Armor)
AC Diminutive 27, touch 24, flat-footed 21 (+4 Size, +6 Dex, +4 Deflection, +3 Armor)
hp 54 (12 HD)
Fort +5, Ref +14 (+16 Small, +17 Tiny, +18 Diminutive), Will +5
Evasion, Battle Fortitude +1, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +2 Short Sword +11/+6 (1d6)
Melee Small 2 Claws +14 (1d3-2) and 1 Bite +9 (1d4-2)
Melee Tiny 2 Claws +16 (1d3-3) and 1 Bite +11 (1d3-2)
Melee Diminutive 2 Claws +19 (1 point) and 1 Bite +14 (1d2-4)
Ranged +2 Shortbow +11 (1d6)
Base Atk +9, Grp +9
Atk Options Skirmish (+2d6, +1 AC), +1d6 Sneak Atack
Combat Gear 4 Cure Serious Wounds Potions, 4 Haste Potions, 3 Potions of Greater Magic Fang (+1)
-----------------------------------------------
Abilities Str 10, Dex 14, Con 12, Int 10, Wis 14, Cha 15
Abilities Str 6, Dex 18
Abilities Str 4, Dex 20
Abilities Str 2, Dex 22
SQ Purr, Trapfinding, Kitty Form, trackless Step, Fast Movement, Swift Tracker, Sniffer, Camouflage, Move Like the Wind, Track the Trackless, Whiskers +4
Feats Alertness, Anklebiter, Keen-Eared Scout, Mouser, Track, Weapon Finesse, Improved Scent (B), Quick Reconnoiter (B)
Skills Balance +14 (+25 Small, +26 Tiny, +27 Diminutive), Bluff +6, Climb +6 (+12 Small, +13 Tiny, +14 Diminutive), Escape Artist +6 (+8 Small, +9 Tiny, +10 Diminutive), Hide +10 (+20 Small, +24 Tiny, +28 Diminutive), Jump +4 (+10 Small, +9 Tiny, +8 Diminutive), Knowledge (Local) +4, Knowledge (Geography, Nature, Nobility) +5, Listen +12, Move Silently +10 (+16 Small, +17 Tiny, +18 Diminutive), Search +4, Spot +12, Survival +10, Swim +4 (+2 Small, +1 Tiny, +0 Diminutive), Tumble +6 (+8 Small, +9 Tiny, +10 Diminutive), Use Magic Device +6

Additional +4 to Hide checks in tall grass or undergrowth
Possessions Collar of Holding, Cute Widdle Bowsies, +2 Shortbow, +2 Short Sword, +4 Ring of Protection, +3 Bracers of Armor, Magic Bedroll, Map of Unseen Lands, Sending Stones, Everlasting Rations, Decanter of Endless Water, 4 Cure Serious Wounds Potions, 4 Haste Potions, 3 Potions of Greater Magic Fang (+1) 160 GP

EPIC SANDA'S LITTLE HELPERS

Hit Die: d6
Skills Points at Each Level : 6 + int
Bonus Feats: The Epic Sanda's Little Helper gains a Bonus Feat every 2 levels higher than 20th
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
SHORT PAW CLAN

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/ShortPaw.jpg)

"Softee Paw Kung Fu is for sissies! Short Paw Kung Fu rules!"

The Short Paws are a Cat Burglar Ninja clan that has held to the traditional Ninja art of kickin' behind. Screw blackmailing people they're out to beat them up.

BECOMING A SHORT PAW
A few levels each of Ninja and Cat Burglar will pretty much get you in the running for this PrC.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Sudden Strike +2d6
Feats: Improved Unarmed Strike, Superior Unarmed Strike, Nekochan
Skills: Concentration 6 ranks, Tumble 6 ranks
Special: Must have been born to, or sponsored by a member of, the Short Paw Ninja Clan.


Class Skills
The Short Paw's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis)
Skills Points at Each Level : 4 + int

Hit Dice: d8

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +0 Short Paw Kung Fu (Paw of Horrifying Death)<br /> 2. +1 +0 +3 +0 Bad Reputation +2<br /> 3. +2 +1 +3 +1 The Fine Art of Kicking ___<br /> 4. +3 +1 +4 +1 Short Paw Kung Fu (Paw of Instructional Dismemberment)<br /> 5. +3 +1 +4 +1 Bad Reputation +4<br /> 6. +4 +2 +5 +2 The Fine Art of Kicking ___<br /> 7. +5 +2 +5 +2 Short Paw Kung Fu (Paw of Gentle Rebuke)<br /> 8. +6 +2 +6 +2 Bad Reputation +6<br /> 9. +6 +3 +6 +3 The Fine Art of Kicking ___<br /> 10.+7 +3 +7 +3 Paw of the Fluffy Kitten

Weapon Proficiencies: Short Paws gain no new weapon or armor proficiencies.

Short Paw Kung Fu (Ex): At 1st level the Ninja learns the Paw of Horrifying Death. In reality the Paw of Horrifying Death is meant merely to spread fear among the populace and does no more damage than a regular unarmed strike despite how horrifying it looks. By expending one daily use of his Ki Power while making an Unarmed Strike his opponent and everyone within 10 feet who isn't an Ally must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be Frightened 1 round.

At 4th level he learns the Paw of Instructional Dismemberment. As before this isn't as horrible as it sounds. By expending one daily use of his Ki Power while making an unarmed strike his opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier) or be Paralyzed for 1d3 rounds as all his nerve endings explode in pain. Okay maybe it is kinda bad as it sounds.

At 7th level he learns the Paw of Gentle Rebuke. This one is actually kinda bad. By expending one daily use of his Ki Power while making an unarmed strike his opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Charisma modifier) or be thrown back 5 feet for every point he failed the save by. For example if the Save DC is 15, and the opponent rolls a 10, he goes flying 25 feet. If he hits a solid object he stops, and takes 1d6 damage for every 10 feet he would have traveled, and is Dazed the next round.

Bad Reputation (Ex): At level 2 the Short Paw gains a +2 Competence Bonus to Intimidate checks. This increases to +4 at level 5, and +6 at level 8.

The Fine Art of Kicking ___ (Ex): At levels 3, 6, and 9 choose one of the following opposed checks: Bull Rush, Disarm, Grapple, Overrun, and Trip. In place of your regular check you can make an Intimidation check instead to succeed.

Paw of the Fluffy Kitten (Ex): As would be expected the final lesson learned by the Short Paw is a devastating attack. The Short Paw makes a melee touch attack as a Full Round Action (and expends 2 daily uses of his Ki Power). The strike does massive damage if it hits as the Short Paw puts all his concentration and power into it, usually taking advantage of an opponents weakened condition. The strike does normal Unarmed Strike damage plus an additional 50 points of damage. If the opponent Charged this round it does +5 damage. If the opponent is under the effects of any spell that makes it angry such as Rage or Taunt it does another +5 damage. If the opponent has a penalty to Armor Class due to a Class Ability (such as Rage, Frenzy, or some Tome of Battle Maneuvers) it does +10 more damage. If the opponents is Dazed, Stunned, Fascinated, Nauseated, Confused, or Feebleminded it does +10 more damage. If the opponent has any conditions that cause it to take penalties (Fatigued, Exhausted, Cursed, Sickened, Shaken) or is under any Fear effect it does +5 more damage. If the attack does a successful Critical, the opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or become Unconscious 1 round.

PLAYING A SHORT PAW
You were born to beat people up. You relish being able to beat down lumbering, thuglike samurai with a single paw. And you let them know it to. Every day. In every way possible. Especially when they're sleeping...
Combat: Most Short Paw Ninjas concentrate on perfecting their mastery of Short Paw Kung Fu. Not much point in being a butt-kicker for hire if you can't actually kick butt.
Advancement: Most Short Paws follow pretty similar lines of advancement, ever attempting to refine and expand their hand to hand combat techniques.
Resources: Short Paw Clan members always have the Clan to call upon as long as their needs coincide with the Clans. they rarely stick their neck out for a members personal asides, unless it would somehow also benefit the Clan as a whole.

SHORT PAWS IN THE WORLD
"Call the Healer Yoshi...a cat just broke my sternum."
Short Paws are generally feared and mistrusted, mostly cause you make sure of it. You want the bad rep cause it makes the job easier. Refining your skills against a challenging opponent is kewl, but otherwise you'd rather just bluff 'em into surrendering without crushing them. You have inherited the cat's laziness to a degree.
Daily Life: 5 am: rose for training in the garden. Sifu sent Brother Hanzo through a wall with one blow. It was awesome!!
7 am: Stole breakfast from local butthead who overcharges the locals.
9 am: More training. Sifu sent me through a wall. Not as awesome as when he did it to Brother Hanzo.
12 am: Lunch.
3 pm: Beat the unholy living crap out of some local Samurai just because.
5 pm: Dinner.
7 pm: Beat up latest assignment.
9 pm: Hit the bars and spread our legendary reputation. Maybe get a few jobs, a few loose women...
11 pm: Sneak into the Shogun's palace and leave notes calling him a sissy and daring him to find us. Then it's nappy times.
Notables: Daizu Mori (CN Male Human Cat Burglar 1/Ninja 5/Short Paw 6) is an aspiring Short Paw master. He hopes to have his own school someday. Sadako Mori (CE Female Human Cat Burglar 3/Ninja 3/Short Paw 6) is his evil twin sister.
Organizations: The Short Paw Clan pretty much is an organization unto itself. You gotta be family though, or well liked by them. And they're mighty picky about prospective members outside the family.

NPC Reaction
NPC's generally hold you in awe for your mighty kitty kung fu prowess. Plus you whoop the local nobles. That alone gets you kudos.

SHORT PAWS IN THE GAME
This class may tend to make the PC's a tad wary of cats. Which they should be. Darn sneaky critters them cats.
Adaptation: This one is definitely for silly campaigns. Kung Fu kitties just doesn't seem right in a serious one.
Encounters: PC's will usually encounter the Short Paws after they have been hired to whoop them or someone they protect. Or they may witness a beatdown in progress.

Sample Encounter
EL 12: The PC's are having lunch with a local Lord. They are beginning to regret it as what has turned out to be a potential job offer is being made by what is apparently a power mad lunatic. Just then a small cat appears next to him, and with a simple paw slap sends him flying from his chair before running away again. The Lord asks the PC's how much they charge to exterminate cats...


Daizu Mori
CN Human Male Cat Burglar 1/Ninja 5/Short Paw 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +12, Spot +12, Low Light Vision and Scent in Kitty Form
Languages Common, Goblin
------------------------------------------------
AC 24, touch 18, flat-footed 22 (+2 Dex, +6 Wisdom, +6 Armor)
AC Small 27, touch 21, flat-footed 23 (+1 Size, +4 Dex, +6 Wisdom, +6 Armor)
AC Tiny 29, touch 23, flat-footed 24 ( +2 Size, +5 Dex, +6 Wisdom, +6 Armor)
AC Diminutive 32, touch 26, flat-footed 26 (+4 Size, +6 Dex, +6 Wisdom, +6 Armor)
hp 48 (12 HD)
Fort +3, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +7
------------------------------------------------
Speed 30 ft. (6 squares)
Melee Unarmed Strike +8/+3 (1d10-1) or weapon +9/+4
Melee Small 2 Claws +12 (1d3-3) and 1 Bite +7 (1d4-3) or Unarmed Strike +12/+7 (1d8-3)
Melee Tiny 2 Claws +14 (1d2-4) and 1 Bite +9 (1d3-4) or Unarmed Strike +14/+9 (1d6-4)
Melee Diminutive 2 Claws +17 (1 point) and 1 Bite +12 (1d2-4) or Unarmed Strike +17/+12 (1d4-4)
Base Atk +7, Grp +6 (-1 Small, -6 Tiny, -10 Diminutive)
Atk Options +1d6 Sneak Attack, +3d6 Sudden Strike, Poison Use, Short Paw Kung Fu (Paw of Horrifying Death, Paw of Instructional Dismemberment), The Fine Art of Kicking ___ (Grapple, Trip)
Combat Gear 4 Potions of Haste, 2 Potions of Heroism
-----------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 12, Wis 18, Cha 13
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Trapfinding, Kitty Form, Purr, Ki Power 9/day, Ghost Step, AC Bonus, Great Leap, Bad Reputation +4
Feats Anklebiter, Improved Unarmed Strike, Nekochan, Superior Unarmed Strike, The Look, Weapon Finesse
Skills Balance +9 (+11 Small, +12 Tiny, +13 Diminutive), Bluff +8, Climb +9 (+11 Small, +12 Tiny, +13 Diminutive), Concentration +7, Gather Information +8, Hide +10 (+16 Small, +21 Tiny, +26 Diminutive), Intimidate +17, Knowledge (Local) +8, Listen +12, Move Silently +10 (+12 Small, +13 Tiny, +14 Diminutive), Spot +12, Tumble +10 (+12 Small, +13 Tiny, +14 Diminutive)
Possessions Collar of Holding, Cute Widdle Bowsies, Robe of Blending, +6 Bracers of Armor, Ring of Chameleon Power, 4 Potions of Haste, 2 Potions of Heroism, 50 GP




EPIC SHORT PAW

Hit Die: d8
Skills Points at Each Level : 4 + int
Bad Reputation: Your Bonus improves by +2 at Level 22 and every 3 levels thereafter.
Bonus Feats: The Epic Short Paw gains a Bonus Feat every 3 levels higher than 20th.



The Look
Man that cat really makes me nervous...
Prerequisites: Black cat, Nekochan, or Tomcat
Benefits: Intimidate is always considered a class skill for you.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
SON OF PINKY

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/sonofpinky.jpg)

"REEEOOOWWR!!" *munch*

The Sons of Pinky are the enforcers and guardians of the Cat Burglars Guilds. When ankles need bitten they get called. When overly inquisitive locals need scared off, they do the scaring. When someone needs their butt handed to them, they do the handing.

BECOMING A SON OF PINKY
Generally when barbaric tribesman are relocated to cities they find a great deal of prejudice against them, forcing them to be either physical laborers, mercenaries, or take up a dishonest living. The Cat Burglar Guilds get less of them than the Thieve's Guilds do, but they do get them. They are quickly adopted into the ranks of the Sons of Pinky in order to vent their repressed furies.

ENTRY REQUIREMENTS
Class Abilities: Rage, Kitty Form
Feats: Tomcat
Base Attack Bonus: +5


Son of Pinky Skills
The Son of Pinky's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d8

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +1 +2 +2 +0 Ragin' Kitty Feat<br /> 2. +2 +3 +3 +0 Magical Kitty<br /> 3. +3 +3 +3 +1 Strong Kitty (+2)<br /> 4. +4 +4 +4 +1 Ragin' Kitty Feat<br /> 5. +5 +4 +4 +1 Pouncies<br /> 6. +6 +5 +5 +2 Strong Kitty (+4)<br /> 7. +7 +5 +5 +2 Rippin' Fury<br /> 8. +8 +6 +6 +2 Ragin' Kitty Feat<br /> 9. +9 +6 +6 +3 Strong Kitty (+6)<br /> 10.+10 +7 +7 +3 Little Tiger

Weapon Proficiencies: A Son of Pinky gains no new weapon or armor proficiencies.

Ragin' Kitty Feats (Ex): At 1st, 4th, and 8th level the Son of Pinky gets a Bonus Feat from the following list: Cheetah Rage, Cleave, Clever Wrestling, Close Quarters Fighting, Daunting Presence, Extend Rage, Extra Rage, Flay, Glom, Great Cleave, Greater Kiai Shout, Improved Critical, Improved Initiative, Improved Multiattack, Improved Natural Attack, Improved Toughness, Instantaneous Rage, Intimidating Rage, Intimidating Strike, Kiai Shout, Leap Attack, Leopard Rage, Lion Rage, Lunging Strike, Mad Foam Rager, Multiattack, Power Attack, Power Critical, Prone Attack, Stop Hitting Yourself, Swarmfighting, Tiger Rage

Magical Kitty (Su): At 2nd level your Natural Weapons are considered magical for purposes of overcoming Damage Reduction.

Strong Kitty (Ex): At 3rd level you gain +2 Strength while in Kitty Form, offsetting the Strength penalty you normally take. For example in Small Kitty Form you are now -2 Str, in Tiny Kitty Form you are -4 Str, and in Diminutive Kitty Form you are -6.

This increases to +4 at 6th level. You take no Str penalty in Small Kitty Form, -2 Str in Tiny Kitty Form, and -4 Str in Diminutive Kitty Form.

At 9th level it increases to +6, meaning you actually gain +2 Strength in Small Kitty Form, take no penalty in Tiny Kitty Form, and -2 Str in Diminutive Kitty Form.

Pouncies (Ex): At fifth level you get Pouncies as a Bonus Feat whether you meet the prerequisites or not.

Rippin' Fury (Ex): At 7th level you get the Improved Grab ability. If you succeed with a claw attack in Kitty Form you may initiate a Grapple check as a Free Action without provoking an attack of opportunity. If successful you may now Rake with your back claws each round you maintain the Grapple as well as using your bite! The Rake Attack is a secondary Natural Weapon doing the same damage as your claws, and may be used when you use your Pouncies Feat as well.

Little Tiger (Su): When using your Rage ability you gain an additional +4 Strength and do not take an Armor Class penalty.

PLAYING A SON OF PINKY
You are truly one angry little furball. You moved to the city hoping to get magic training to be a better warrior and the only people willing to speak to you are these freaky little cat people. But they've turned out to be a decent sort, and you've sort of adopted them as your new tribe. And you get lots of free munchies from the neighborhood vendors while in cat form as you've run off bad guys before. Now if only people would stop laughing at you. You wouldnt cause nearly as much damage if everyone would just kindly realize exactly who they were dealing with...
Combat: As a Son of Pinky you are pretty straightforward. You run up to trouble and start munching. Eventually as you get better at grappling you grab hold before the munching attack and fang away. Remember with the Tomcat Feat you take no Size Class Penalty for Grapple Checks, so specializing in Grapples is usually a great surprise tactic against foes. They never see it coming from a teensy lil kitty.
Advancement: Most Sons of Pinky are pretty content as they are. They get room and board in return for beating people up, or going on the occasional road trip to beat monsters up. Many of them take pride in humiliating monstrous opponents while in Kitty Form.
Resources: Cat Burglars Guilds have pretty decent resources and you can occasionally ask them for some items specifically helpful to you, such as Collar Armor.


SONS OF PINKY IN THE WORLD
"Will someone get this ******* cat off my leg!"
Many Sons of Pinky know they are the 'big kitty on the block' so to speak, and it makes some a bit uppity. Neighbors will either love them or hate them depending on how they relate to them personally. Cause the Sons of Pinky have likely either saved their butt at some point, or pooped in their gardens, one of the two.
Daily Life: You spend much of your time lounging about the guilds various headquarters fuming or practicing for the daily hissing fit. Because it's inevitable someone is gonna do something stupid, and when they do you will get to bite them. Oh the glorious biting.... You are also sometimes loaned as a bodyguard.
Notables: Notables among the Sons of Pinky include Precious, Destroyer of Garden Gnomes (Human male, NE, Cat Burglar 1/Barbarian 5/Son of Pinky 6). A lowborn human barbarian known for despoiling gardens, picnics, and generally being a sob. Has single handedly given the Sons of Pinky a bad name in most areas by despoiling all in his path. Also noteworthy is Wubbins (Gnome Female, CG, Cat Burglar 4/Barbarian 2/Son of Pinky 6). She has helped undo much of the damage Precious has done to the guilds reputation, and has even succeeded in ousting him from his position. Spends much of her time looking after the cities elderly and vulnerable when not at work. Considered quite odd for a gnome, it may be she has become such because of her having to put up with Precious.

Organizations: The Sons of Pinky are found in the Cat Burglar guilds for the most part. Some wind up as scouts in the military or for mercs as well.

NPC Reaction
Most NPC's have had only one type of encounter with a Son of Pinky. A sudden, brutal attack at knee level. You therefore tend to make people nervous if they know what you are. Other barbarians may laugh at you, but that ends quickly after the first time you claw them in their manhood.

SONS OF PINKY IN THE GAME
The Sons are a good Prestige Class for Cat Burglars who actually want to fight. Especially those who like to charge to get up close and personal.
Adaptation: As with the Cat Burglar this is really only a good fit for a humorous or truly bizarre campaign.
Encounters: Generally the PC's will encounter a Son of Pinky if they try to raid a Cat Burglar hideout or if they get too close asking questions. Or if they try kicking one out of the way cause they think he's just a stray alley cat (big mistake).

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: The PC's have been hired to guard a nobleman's house. A small cat enters the garden at night while they're on watch and begins destroying the garden gnomes. The small cat looks at them disapprovingly. For some reason they feel nervous...


Precious
NE Male Human Barbarian 4/Cat Burglar 1/Son of Pinky 7
Init +2 (+4 Small, +5 Tiny, +6 Diminutive, Senses: Listen +5, Spot +5, Low Light Vision and Scent in Kitty Form
Languages Common
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AC 20, touch 15, flat-footed 18 (+2 Dex, +5 Armor, +3 Deflection)
AC Raging 18, touch 13, flat-footed 16 (-2 Rage, +2 Dex, +5 Armor, +3 Deflection)
AC Small 23, touch 18, flat-footed 19 (+1 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Small Raging 21, touch 16, flat-footed 17 (-2 Rage, +1 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Tiny 24, touch 19, flat-footed 19 (+2 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Tiny Raging 21, touch 17, flat-footed 17 (-2 Rage, +2 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Diminutive 26, touch 21, flat-footed 20 (+4 Size, +4 Dex, +5 Armor, +3 Deflection)
AC Diminutive Raging 24, touch 19, flat-footed 18 (-2 Rage, +4 Size, +4 Dex, +5 Armor, +3 Deflection)
hp 75 (12 HD), 99 hp Raging
Fort +10 (+12 Raging), Ref +10 (+12 Small, +13 Tiny, +14 Diminutive), Will +5
Uncanny Dodge, Improved Uncanny Dodge
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Speed 40 ft. (8 squares)
Melee +1 Warhammer +15/+10/+5 (1d8+4/19-20)
Melee Raging +1 Warhammer +17/+12/+7 (1d8+6/19-20)
Melee Small Kitty Form 2 Claws +15 (1d3+3) and 1 Bite +10 (1d4+1)
Melee Small Kitty Form Raging 2 Claws +15 (1d3+5) and 1 Bite +10 (1d4+2)
Melee Tiny Kitty Form 2 Claws +16 (1d2+2) and 1 Bite +11 (1d3+1)
Melee Tiny Kitty Form Raging 2 Claws +16 (1d2+4) and 1 Bite +11 (1d3+2)
Melee Diminutive Kitty Form 2 Claws +18 (2 points) and 1 Bite +12 (1d2)
Melee Diminutive Kitty Form Raging 2 Claws +18 (4 points) and 1 Bite +12 (1d2+1)
Base Atk +11, Grp +14 (+16 Ragng), +13 Tiny (+15 Raging), +12 Diminutive (+14 Raging)
Atk Options Rage 2/day, Magical Kitty, Strong Kitty
Combat Gear
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Abilities Str 16 (20 Raging), Dex 14, Con 12 (16 Raging, Int 8, Wis 10, Cha 15
Abilities Small Kitty Str 16 (20 Raging), Dex 18, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
Abilities Tiny Kitty Str 14 (18 Raging), Dex 20, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
Abilities Diminutive Kitty Str 12 (16 Raging), Dex 22, Con 12 (16 Raging), Int 8, Wis 10, Cha 15
SQ Trap Sense +1, Fast Movement, Illiteracy, Purr, Trapfinding, Kitty Form
Feats Improved Unarmed Strike, Improved Grapple, Instantaneous Rage, Pouncies (B), Stop Hitting Yourself (B), Tigers Rage (B), Tomcat, Weapon Finesse
Skills Balance +7 (+17 Small, +18 Tiny, +19 Diminutive), Climb +8 (+10 Rage, +12 Kitty, +14 Raging Kitty), Hide +7 (+17 Small, +22 Tiny, +27 Diminutive), Intimidate +7, Jump +8 (+10 Rage, +16 Kitty, +18 Raging Kitty), Knowledge (Local) +1, Listen +5, Move Silently +7 (+13 Small, +14 Tiny, +15 Diminutive), Search +1, Spot +5, Survival +4, Tumble +3

Additional +4 to Hide checks in tall grass or undergrowth
Possessions +1 Balance Landing Shadow Silent Moves Slick Chain Shirt Collar Armor, Cute Widdle Bowsies, +1 Brutal Surge Impact Sundering Warhammer, +3 Ring of Protection, Boots of Speed, 4 Potions of Cure Moderate Wounds, 238 GP

EPIC SON OF PINKY

Hit Die: d8
Skills Points at Each Level : 4 + int
Strong Kitty The Epic Son of Pinky gets +8 Strength in Kitty Form at level 22. This increases to +10 at level 25, +12 at level 28, and so on.
Bonus Feats: The Epic Son of Pinky gains a Bonus Feat every 3 levels higher than 20th
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
THE BLACK PAWS

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/BlackPaw.jpg)

Traditional theme song of the Black Paw Clan

"Oh we are the Ninjas!"
"La La La!"
"La La La!"
"La La La!"
"Oh we are the Ninjas!"
"La La La!"
"And you can all suck it!"

You're a sneaky little blackmailing fiend. Unlike the other Ninja clans who do real ninja work like assassination, sabotage, deposing lords, etc, you sit around in kitty form all day soaking up gossip and leaning peoples secrets. The other ninja clans call you lazy. They don't do anything about it though, because you know what they get up to when they're drunk ...

BECOMING A BLACK PAW
A few levels of Cat Burglar and Ninja each will do.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Ghost Step
Feats: Nekochan, Jibba Jabba
Skills: Gather Information 8 Ranks, Listen 8 Ranks


Class Skills
The Black Paws class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock(Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level : 6 + int

Hit Dice: d6

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +0 Ki Power (Mark)<br /> 2. +1 +0 +3 +0 Sneaky Ninja Bonus<br /> 3. +2 +1 +3 +1 Anonymous Kitty (+4)<br /> 4. +3 +1 +4 +1 Ki Power (Awareness)<br /> 5. +3 +1 +4 +1 Sneaky Ninja Bonus<br /> 6. +4 +2 +5 +2 Anonymous Kitty (Take 10)<br /> 7. +5 +2 +5 +2 Sneaky Ninja Bonus<br /> 8. +6 +2 +6 +2 Ki Power (Stealth)<br /> 9. +6 +3 +6 +3 Anonymous Kitty (Take 20)<br /> 10.+7 +3 +7 +3 Ninja Master

Weapon Proficiencies: Black Paws gain no new weapon or armor proficiencies.

Ki Power (Su): You may use your Ninjas daily use of Ki Power to perform stunts unavailable to regular Ninja. Your Ninja and Black Paw levels stack for determining how many daily uses of your Ki power you have.

At 1st level you get the Mark power. It can be used in one of 2 ways. The first is by pressing your paw against something you can mark it in a manner similar to the spell Arcane Mark spell with one exception: It can be seen by anyone with at least 1 level of the Black Paws PrC, and any Black Paw touching it can "feel" a message of 10 words or less. The second is that you leave a trail of invisible Paw Prints (i.e. Arcane Marks) for 1 minute per point of Charisma modifier, or until you wish to stop, whichever comes first. You cant leave a message in this fashion but you can leave a trail. Detect Magic will show these marks just like Arcane Mark would show up.

At 4th level you gain the Awareness Power. You can expend 1 daily use of your Ki Power to gain a +8 Circumstance Bonus to one of the following skills: Listen, Search, Sense Motive, Spot, or Survival (if Tracking by Scent). This bonus lasts 1 round.

At 8th level you gain the Stealth Power. You can expend 1 daily use of your Ki Power to gain a +8 Circumstance Bonus to one of the following skills: Hide or Move Silently. This bonus lasts 1 minute.

Sneaky Ninja Bonus (Ex): At 2nd, 5th, and 7th level you gain a +2 Bonus to one of the following skills: Listen, Search, Sense Motive, or Spot. You may choose the same skill more than once.

Anonymous Kitty (Ex): You can sit in plain sight while listening to gossip. At 3rd Level you gain a +4 Circumstance Bonus to Gather Information checks. At 6th Level you may always Take 10 on Gather Information Checks. At 9th level you may always Take 20 on Gather Information Checks.

Ninja Master (Su): At 10th level you have mastered 1 of the many Ninja Arts. You may choose 1 Power from the following List:

Mark Master (Su): You may cast Explosive Rune Field a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Mark Master you must have the Ki Power (Mark) ability.

Awareness Master (Su): You may cast Know Vulnerabilities a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become an Awareness Master you must have the Ki Power (Awareness) ability.


Stealth Master (Su): You may cast Shadow Form a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Stealth Master you must have the Ki Power (Stealth) ability.


Ghost Master (Su): You may cast Invisibility, Greater a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Ghost Master you must have the Ki Power (Ghost Step) ability.


Strike Master (Su): You may cast Toxic Weapon a number of times per day equal to your Charisma modifier as a Supernatural Ability. To become a Strike Master you must have the Sudden Strike ability.


PLAYING A BLACK PAWS
Normally ninjas hide out and do their best to avoid being known. You like being known. Since your a talking cat, no one knows who you really are, and you can say and do all the things you've ever secretly wanted to do in public. Including shouting the closet skeletons of people who have angered you from the rooftops.
Combat: Like most ninjas you'll rely on stealth and hit and run tactics. No frontline tanking for you. You do get to use Sleight of Hand to slip home made explosives into people's pants though.
Advancement: Your goal as a Black Paw is to successfully blackmail the aristocracy (or whoever else is misbehaving) until you can successfully retire.
Resources: You have the (hopefully) vast resources of the Black Paws Ninja Clan to count on.

BLACK PAWS IN THE WORLD
"Ninja kitties fightin' for the common man yessir!"
The Black Paws were a ninja clan that discovered the art of the Cat Burglar. Initially putting it to good use for the various lords who hired them the ninjas quickly grew tired of being the unsung servants of snobbish nobles. So they went rogue and now use their kitty powers to find out the dirty laundry of the rich and famous and blackmail them. You are the worlds first stalkerazzi!
Daily Life: Generally you lounge about like the lazy scum you are listening to people gossip. Unlike real ninjas who are busting their butt killing people. Or so the other ninjas say...
Notables: Thum Vu (CN Femal Human Ninja 3/Cat Burglar 3/Black Paw 6) is a local gossip diva. Everyone goes to her for the latest news. Even the nobles she sometimes rats out. Tung Tong (NE Male Human Ninja 3/Cat Burglar 3/Black Paw 6) has reverted to the old ways of murder and sabotage using the knowledge he has gained of the local populace. The Guild considers him a liability, and may be thinking of having him 'retired'.
Organizations: The Black Paws are a fairly wide ranging clan. They pretty much are their own organization, they don't need one devoted to helping them.

NPC Reaction
Nobles and Aristocrats hate you. The word hate needs to be triple underlined. Because if they have any embarrassing habits you know them. If they're lying, incestuous sociopaths with a sheep fixation, they're probably broke now due to your constant blackmail. Commoners on the other hand love you. You embarrass the people they can't touch. You mock the aristocracy in full view in public and get away with it. And they count on you for the juiciest gossip.

BLACK PAWS IN THE GAME
The Black Paws will be disruptive little buggers. They like causing chaos by airing peoples dirty laundry in public. Be assured if your BBEG has any secrets they'll find it and spread it around.
Adaptation: I'm not sure about this one. You might actually find a use for it in a non silly campaign.
Encounters: PC's will usually encounter a Black Paw in one of 2 ways: The player has done something stupid or questionable and is now being blackmailed for money, or this cat just all of a sudden starts telling him all this neat stuff...

Sample Encounter
EL 12: The PC's are eating sushi in a local restaurants patio when a small black cat approaches them and says in a whispering voice: "Pssst! Hey buddy. You wanna know what your girlfriend is up to right now? Only 5 gold pieces."


Thum Vu
CN Female Human Cat Burglar 3/Ninja 3/Black Paw 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +10, Spot +10, Low Light Vision and Scent in Kitty Form
Languages Common, Sylvan
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AC 24, touch 19, flat-footed 21 (+2 Dex, +3 Wis, +5 Armor, +4 Deflection)
AC Small 27, touch 22, flat-footed 23 (+1 Size, +4 Dex, +3 Wis, +5 Armor, +4 Deflection)
AC Tiny 29, touch 24, flat-footed 24 (+2 Size, +5 Dex, +3 Wis, +5 Armor, +4 Deflection)
AC Diminutive 32, touch 27, flat-footed 26 (+4 Size, +6 Dex, +3 Wis, +5 Armor, +4 Deflection)
hp 42 hp (12 HD)
Fort +4, Ref +13 (+15 Small, +16 Tiny, +17 Diminutive), Will +6
Evasion
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Speed 30 ft. (6 squares)
Melee +1 Dagger +11/+6 (1d4+1)
Ranged +1 Dagger +11 (1d4+1)
Melee Small 2 Claws +13 (1d3-2) and 1 Bite +8 (1d4-2)
Melee Tiny 2 Claws +15 (1d3-3) and 1 Bite +10 (1d3-3)
Melee Diminutive 2 Claws +18 (1d3-4) and 1 Bite +13 (1d2-4)
Base Atk +8, Grp +8 (+2 Small, -3 Tiny, -6 Diminutive)
Atk Options Sudden Strike +2d6, Poison Use, Sneak Attack +4d6
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Abilities Str 10, Dex 14, Con 10, Int 12, Wis 14, Cha 15
Abilities Small Str 6, Dex 18
Abilities Tiny Str 4, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Trapfinding, Purr, Kitty Form, Ki Power 8/day, Ghost Step (Invisible), AC Bonus, Anonymous Kitty
Feats Alley Cat x2, Anklebiter, Jibba Jabba, Nekochan, Weapon Finesse
Skills Appraise +7, Balance +8 (+18 Small, +19 Tiny, +20 Diminutive), Bluff +8, Climb +6 (+8 Small, +7 Tiny, +6 Diminutive), Concentration +6, Diplomacy +8, Gather Information +14, Hide +8 (+19 Small, +24 Tiny, +29 Diminutive), Jump +6 (+8 Small. +7 Tiny, +6 Diminutive), Knowledge (Local, Nobility) +7, Listen +10, Move Silently +8 (+14 Small, +15 Tiny, +16 Diminutive), Search +7, Sense Motive +10, Spot +10, Tumble +8 (+10 Small, +11 Tiny, +12 Diminutive), Use Magic Device +8

Additional +4 to Hide checks in tall grass or undergrowth
Possessions Cute Widdle Bowsies, Collar of Sneakery Blackmail, +4 Ring of Protection, +5 Bracers of Armor, Four +1 Daggers



EPIC BLACK PAW

Hit Die: d6
Skills Points at Each Level : 6 + int
Sneaky Ninja Bonus At 21st level and every 3 levels thereafter the Black paw gains an additional +2 Bonus to 1 skill from the list.
Ki Power The Black Paw gains an additional use of her Ki Power at level 22 and every 2 levels thereafter.
Bonus Feats: The Epic Black Paw gains a Bonus Feat every 4 levels higher than 20th
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available

THE FAMILIAR

IMAGE(<a href="http://i212.photobucket.com/albums/cc70/bhutastan/Cats/familiar3.jpg" title="http://i212.photobucket.com/albums/cc70/bhutastan/Cats/familiar3.jpg" target="_blank" rel="nofollow">i212.photobucket.com/albums/cc70/bhutast...</a>)
    
"Meow.  Meow meow meow meow meow."

You have morphed your familiar into a humanoid and can focus your spells through him, making most onlookers believe you are the familiar.

BECOMING A FAMILIAR
Several levels of Sorcerer will be required.

 ENTRY REQUIREMENTS
   Class Abilities:  Tiny Kitty Form,
   Arcane Caster:  Must be able to cast Arcane Spells without preparation, at least one of which must be a spell enhancing, or specific to, Familiars.
   Skills:  Knowledge (Arcane) 6 ranks
   Special:  Must be willing to undergo a magic ritual taking up to 24 hours and costing you 1000 GP in materials.
 

Familiar Skills
 The Familiar's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Cha), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d4

[b]   BAB  Fort    Ref    Will  Abilities[/b]<br />1. +0    +0     +0     +2    Meet Big Fat John         +1 level of existing Arcane spellcasting class<br />2. +1    +0     +0     +3    Familiar Spell Reversal   +1 level of existing Arcane spellcasting class<br />3. +1    +1     +1     +3    Enhanced Familiar         +1 level of existing Arcane spellcasting class<br />4. +2    +1     +1     +4                              +1 level of existing Arcane spellcasting class<br />5. +2    +1     +1     +4                              +1 level of existing Arcane spellcasting class<br />6. +3    +2     +2     +5    Enhanced Familiar         +1 level of existing Arcane spellcasting class<br />7. +3    +2     +2     +5                              +1 level of existing Arcane spellcasting class<br />8. +4    +2     +2     +6                              +1 level of existing Arcane spellcasting class<br />9. +4    +3     +3     +6    Enhanced Familiar         +1 level of existing Arcane spellcasting class<br />10.+5    +3     +3     +7                              Bob Iz Family, +1 level of existing Arcane spellcasting class


Weapon Proficiencies: The Familiar gains no new weapon or armor proficiencies.
 
Meet Big Fat John (Su): Due to the ritual you have undergone, your familiar now permanently appears to be a humanoid creature (see below).

Familiar Spell Reversal (Su): You may now cast spells that specifically target your familiar on yourself.  For example if you cast Familiar Pocket, you get to hide in the extradimensional space which is located on your familiars clothes. You may also cast spells which have a Range of Personal on your Familiar if you can touch it.

Enhanced Familiar: At 3rd, 6th , and 9th levels your Familiar gets a new ability depending on it's new appearance.  These are listed with the Humanoid Familiars below.

Bob Iz Family (Su): At 10th level your Familiar can now be Raised/Resurrected if slain.

PLAYING A FAMILIAR
Your goal is to hide your supernatural powers (and your job as a supernatural spy for the Cat Burglars Guild) by convincing the world that you are a Sorcerer's Familiar.
 Combat: You aren't a blaster.  You're a sneak thief, combat is someone else's job.  That doesn't mean that you don't have combat spells, but you aren't optimized for it.  Your familiar on the other hand....
 Advancement: You can go several different ways with this class.  You can concentrate on making your familiar ultra powerful and sending him into the fray.  You can go the spy route and specialize in Divination and teleporting out of harms way. You can even be a tag team, using combos on opponents.
Resources: You have both the Cat Burglars Guild and whomever trained you in the mystic arts to draw upon.  And of course your ever so neat familiar who can talk and sign legally binding paperwork you don't wish to....

FAMILIARS IN THE WORLD
"You know John I just gotta say it, your familiar scares the hell outta me for some reason."
Usually the Guild will assign you some spellcasters Guild, social function, or place to infiltrate.  Your familiar then passes himself as a low level spellcaster while you follow him in and case the joint.  In between assignments you act as magical backup if the authorities come calling.
 Daily Life: You are a mystical spy for the Cat Burglar Guilds (and occasionally heavy artillery).  Your familiar spends it's time pretending to be a low level mage, allowing you access to all kinds of places as you accompany him in his job searches or assignments.  If you happen to be available when the Guild is in trouble you also call down the rain of Fireballs.
 Notables: Boris (CN Male Human Cat Burglar 3/Sorcerer 3/Familiar 6) and his Familiar Natasha (Outcast, looks like female Drow) are spies for the government trying to infiltrate the recent Drow immigrants which have been causing their country no end of grief.  Princess (CG Female Elf Cat Burglar 3/Sorcerer 3/Familiar 6) and her Familiar Morgana (Diva) are currently spying on high society for the Guilds, disguised as a mystic singer, and her pet.
 Organizations: The Wharf Cats are an organization of Familiars running a magic user only bar near the docks of a major port city.  Most people find it odd that so many of the Wizards and Sorcerers there have kitty familiars, but to each his own.  While the towns mages come in to get drunk, the Wharf Cats get to steal their secrets.

NPC Reaction
Most traditional Wizards look upon you with shock and appall.  After all you place anyone with a familiar into question, and they don't like that.  Other people still find you pretty spooky.

FAMILIARS IN THE GAME
You'll probably end up giving mages a bad name.  But thats okay because people suck.  Cats are better.
 Adaptation: This lends itself best to a spy type campaign, especially if it's a goofy one.
 Encounters: Usually people will encounter you as your 'masters' wee lil kitty.  Make sure to hiss at them and leave hairballs in their slippers if they are condescending.

Sample Encounter
EL 12: As you walk into the bar you notice 3 cats, a Drow Priestess, an old man, and a Dwarven hooker playing poker.  It's like the set-up of some bad joke, until they all slowly swivel their heads as one to stare at you.  Maybe backing out the door slowly is a good idea...


Boris
CN Male Human Cat Burglar 3/Sorcerer 3/Familiar 6
Init +2 (+4 Small, +5 Tiny), Senses: Listen +10, Spot +8, Low Light Vision and Scent in Kitty Form
Languages Common, Undercommon, Elven
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AC 18, touch 12, flat-footed 16 (+2 Dex, +6 Armor)
AC Small 21, touch 15, flat-footed 17 (+1 Size, +4 Dex, +6 Armor)
AC Tiny 23, touch 17, flat-footed 18 (+2 Size, +5 Dex, +6 Armor)
hp 33 (12 HD)
Fort +4, Ref +8 (+10 Small, +11 Tiny), Will +10  
Evasion
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Speed 30 ft. (6 squares)
Melee +1 Dagger +8/+3 (1d4)
Base Atk +6, Grp +5 (-2 Small, -7 Tiny)
Atk Options +1d6 Sneak Attack
Combat Gear 2 Beads of Force
Spells Known 0 (6/day, DC 13): Caltrops, Detect Magic, Detect Poison, Message, Prestidigitation, Read Magic, Resistance, Silent Portal
1st (7/day, DC 14): Familiar Pocket, Net of Shadows, Protection from Law, Spirit Worm
2nd (7/day, DC 15): Augment Familiar, Misdirection, Veil of Shadow, Wall of Gloom
3rd (7/day, DC 16): Blacklight, Haste, Magic Circle Against Law
4th (4/day, DC 17): Symbol of Fear, Wall of Chaos
Caster Level 12
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Abilities Str 8, Dex 15, Con 10, Int 12, Wis 14, Cha 16
Abilities Small Str 4, Dex 19
Abilities Tiny Str 3, Dex 21
SQ Purr, Trapfinding, Kitty Form, Familiar (Outcast), Meet Big Fat John, Familiar Spell Reversal
Feats Battlecaster Defense, Combat Casting, Jibba Jabba, Practiced Caster, Shadow Veil, Weapon Finesse
Skills Bluff +11, Concentration +8, Diplomacy +11, Gather Information +11, Hide +13 (+23 Small, +28 Tiny), Knowledge (Arcana) +7, Knowledge (local) +6, Listen +10, Move Silently +10 (+16 Small, +17 Tiny), Search +6, Sense Motive +10, Spellcraft +9, Spot +8, Use Magic Device +8

Additional +4 Bonus to Hide Checks when in Kitty Form and in undergrowth or high grass
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Bracers of Armor (1 set for self, 1 set for Familiar), Two +1 Daggers (one for self, one for Familiar), 2 Beads of Force, 646 GP



EPIC FAMILIAR

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spells: The Familiars caster level is equal to his Character Level.  He does not gain additional spells per day after 20th level.
Familiars: At 21st level the Familiar can Channel 9th level spells through his Familiar.  At 25th level the Familiar can now Channel Epic spells through his Familiar.
Bonus Feats: The Epic Familiar gains a Bonus Feat every 3 levels higher than 20th.




HUMANOID FAMILIARS

Once you undergo the Ritual of Bubnoff (origin of name unknown), your familiar undergoes a transformation seeming to become a humanoid creature.  It now has the following changes:

Stats: The Familiars physical stats are the same as yours are in humanoid form, regardless of it's appearance.  It's mental stats are now equal to 10 plus your Charisma modifier.  

Attacks: The Familiar's BAB is the same as yours, and it now attacks as a humanoid (i.e. with weapons or unarmed strikes).

Hit Dice: For purposes of all effects relating to hit dice, the Familiar has  the same number of hit dice you do, and the same hit points.

Size and Type: The Familiars type is still Magical Beast, size is now medium.

Saving Throws: The Familiars Saving Throws are the same as yours.

Skills: The Familiar uses it's own skill ranks or yours, whichever are better.  Since it is constant contact with you it has access to your skills.

Powers: The Familiar no longer has  the powers mentioned on 52-53 of the Players Handbook, and instead substitutes powers from the chart below (your Sorcerer and Familiar levels stack for purposes of your familiars abilities).  It also now provides a different type of bonus based on it's new appearance.


[b] Master's Level     Powers[/b]<br />  1-2                Mindlink, Alert Duo, Share Spells<br />  3-4                Channel 1<br />  5-6                Tag Team +3<br />  7-8                Channel 2<br />  9-10               Tag Team +4<br />  11-12              Channel 3<br />  13-14              Tag Team +5<br />  15-16              Channel 4



Mindlink: Both you and your familiar are in constant telepathic contact as long as you are within 1 mile of each other. What one of you knows both of you know.

Alert Duo: Neither you nor your familiar can be flanked if you are within 50 feet of each other.

Share Spells: Identical to the ability listed on page 53 of the Players Handbook.

Channel 1 (Su): You may channel any spell you can cast through your Familiar, and it appears as thought the Familiar has actually cast it.  The Familiar must be able to move and speak (i.e. it is subject to the same restrictions for Verbal and Somatic components as you are), and one of you must have the Focus or Material components to cast the spell.  At this point you may cast 0, 1st or 2nd level spells through your Familiar.  You must be able to see your Familiar and he must also be within 50' to use this ability.

Channel 2: You may now cast 3rd and 4th level spells through your Familiar.

Channel 3: You may now cast 5th and 6th level spells through your Familiar.

Channel 4: You may now cast 7th and 8th level spells through your Familiar.

Tag Team: When you or your Familiar use the Aid Another attack to increase one another AC or Attack roll you get a better bonus.  It increases to +3 at level 5, +4 at level 9, and +5 at level 13.

The Old Guy: Your familiar appears to be old, either the stereotypical wizard with a long white beard or perhaps someone's grandma. Both you and your familiar gain a +3 bonus on Gather Information checks.  Everyone trusts Grandpa.
Level 3: Familiar can always take 10 on Gather Information checks.
Level 6: Familiar gains Investigator as a Bonus Feat.
Level 9: Divination spells Channeled through your Familiar are cast at +1 Caster level.

The Fat Guy: Your familiar is vastly overweight.  Perhaps you are the wheezing fat guy, or a plump society matron. Both you and our familiar gain a +3 Hit Points.
Level 3: Familiar can always take 10 on Concentration checks.
Level 6: Familiar gains Improved Toughness as a Bonus Feat.
Level 9: Abjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Freaky Guy: Your familiar is scary, with lots of piercing, scarification, tattoos, body mods,etc.  Or maybe he's just the crazy homeless guy who talks to stuff. Both you and your familiar gain +3 on Intimidate checks.
Level 3: Familiar can always take 10 on Intimidate checks.
Level 6: Familiar gains Persuasive as a Bonus Feat.
Level 9: Necromancy spells Channeled through your Familiar are cast at +1 Caster level.

The Buff Guy: Your familiar appears to be the warrior/mage.  Ye butt kicking amazon warrioress or the stereotypical barbarian. Both you and your familiar gain +2 on Fortitude Saves.
Level 3: A roll of 1 on a Fortitude Save is not an automatic failure for the Familiar.  
Level 6: Familiar gains Great Fortitude as a Bonus Feat.
Level 9: Evocation spells Channeled through your Familiar are cast at +1 Caster level.

The MILF: Helloooo hot Dwarf momma!  Seriously though your familiar appears as an attractive mature individual of one of the humanoid races. Both you and your familiar gain a +3 on Diplomacy checks.
Level 3: Familiar can always take 10 on Diplomacy checks.
Level 6: Familiar gains Negotiator as a Bonus Feat.
Level 9: Enchantment spells Channeled through your Familiar are cast at +1 Caster level.

The Outcast: While all the other humanoid familiars seem to be of acceptable races (i.e. human, elf, dwarf) yours is not.  Yours appears as a humanoid whose species is frowned upon (i.e. Orc, Hobgoblin, Drow, ec.). Both you and your familiar gain +3 on your Hide checks.
Level 3: Familiar can always take 10 on Hide checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Any spells with the following Descriptors Channeled through your Familiar are cast at +1 Caster level: Chaotic, Darkness, Evil, Fear, Good, and Lawful.

The Insurance Salesman: Your familiar is a charming con man, and looks the part.  Will probably be trusted more in certain social circles than others (or optionally if he's high society he could be a lawyer). Both you and your familiar gain a +3 on Bluff checks.
Level 3: Familiar can always take 10 on Bluff checks.
Level 6: Familiar gains Persuasive as a Bonus Feat.
Level 9: Illusion spells Channeled through your Familiar are cast at +1 Caster level.

The Noob: Your familiar appears to be quite young (i.e. the equivalent of 14-16 in human years), and looks more like an apprentice than a full grown mage. Both you and your familiar gain +3 on Listen checks.
Level 3: Familiar can always take 10 on Listen checks.
Level 6: Familiar gains Alertness as a Bonus Feat.
Level 9: Divination spells Channeled through your Familiar are cast at +1 Caster level.

The Stranger: Your familiar has an appearance and accent impossible to place, and claims to be from far, far away.  For example he might be 6'6", 275 pounds with sallow skin, no body or facial hair, blue eyes, bad teeth, and a Welsh accent.  He is a foreigner with a made up past and country. You and your familiar gain a +3 on Sense Motive checks.  And you can use being foreign as an excuse to get away with stuff.
Level 3: Familiar can always take 10 on Sense Motive checks.
Level 6: Familiar gains Negotiator as a Bonus Feat
Level 9: Transmutation spells Channeled through your Familiar are cast at +1 Caster level.

The Nobody: Your familiar appears to be a completely average and forgettable guy/gal.  Both you and your familiar gain a +3 bonus on Move Silently checks.  No one pays attention to the Nobody.
Level 3: Familiar can always take 10 on Move Silently checks.
Level 6: Familiar gains Stealthy as a Bonus Feat.
Level 9: Conjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Diva: Your familiar appears to be a performer of some kind (usually a singer). Both you and your familiar gain a +3 bonus on one specific Perform skill.
Level 3: Familiar can always take 10 on Perform checks (the same Perform skill you have a Bonus in).
Level 6: Familiar gains Force of Personality (See Complete Adventurer) as a Bonus Feat.
Level 9: Enchantment spells Channeled through your Familiar are cast at +1 Caster level.

The Nerd: Your familiar appears to be a stereotypical, physically weak intellectual with  his nose in a book all the time. Both you and your familiar gain a +3 bonus on Knowledge (Arcane) checks.  
Level 3: Familiar can always take 10 on Spellcraft checks.
Level 6: Familiar gains Magical Aptitude as a Bonus Feat.
Level 9: Abjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Cat Lady: Your familiar appears to be someone whom animals respond to well.  A crazy old cat lady, or a ranger or druid perhaps. Both you and your familiar gain a +3 bonus on Handle Animal checks.  
Level 3: Familiar can always take 10 on Handle Animal checks.
Level 6: Familiar gains Animal Affinity as a Bonus Feat.
Level 9: Conjuration spells Channeled through your Familiar are cast at +1 Caster level.

The Thief: Your familiar appears to be an obvious criminal. Both you and your familiar gain a +3 bonus on Knowledge (Local) checks.  
Level 3: Familiar can always take 10 on Knowledge (Local) checks.
Level 6: Familiar gains Deceitful as a Bonus Feat.
Level 9: Transmutation spells Channeled through your Familiar are cast at +1 Caster level.

The Preacher: Your familiar appears to be a shaman, voodoo priest, or other religious fanatic. Both you and your familiar gain a +3 bonus on Knowledge (Religion) checks.  
Level 3: Familiar can always take 10 on Knowledge (Religion) checks.
Level 6: Familiar gains Iron Will as a Bonus Feat.
Level 9: Necromancy spells Channeled through your Familiar are cast at +1 Caster level.

The Hippy: Your familiar appears to be a veteran drug user of some sort. Or whatever other cultural stereotype fits someone who's always a little bombed out of their mind.  Maybe even a garden variety alcoholic. Both you and your familiar gain a +3 bonus on Craft (Alchemy) checks.  
Level 3: Familiar can always take 10 on Knowledge (Local) checks.
Level 6: Familiar gains Great Fortitude as a Bonus Feat.
Level 9: Illusion spells Channeled through your Familiar are cast at +1 Caster level.

The Evil Midnight Bomber What Bombs At Midnight: Your familiar appears to be an evocation specialist, warmage, or perhaps a demented psychotic with an unhealthy obsession with explosions. Both you and your familiar gain a +3 bonus on Craft (Alchemy) checks.  
Level 3: Familiar can always take 10 on Craft (Alchemy) checks.
Level 6: Familiar gains Skill Focus (Intimidate) as a Bonus Feat.
Level 9: Evocation spells Channeled through your Familiar are cast at +1 Caster level.

http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
THE GRASSHOPPER SOCIETY

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/grsshopper.jpg)

Yum Fu: "You will try to snatch the grasshopper from my paw."
Noogums: "But..But there is no grasshopper in your paw. Are you sure you haven't been drinking?"
Yum Fu: "I SAID SNATCH TEH _____ GRASSHOPPER!"
Noogums: "You know when I'm no longer a disciple I won't have to humor your madnesses anymore. You know that right?"

The Grasshopper Society are a group of Monks devoted ot the study of Chaos that became enamored of the Cats lifestyle, and seeking to emulate it. Naturally they hunted down the Cat Burglars to learn their secrets...

BECOMING A GRASSHOPPER
Normally your a Chaos Monk who becomes a Cat Burglar. Being a loon helps too... Since the Chaos Monk is 3.0 and hasn't ben revised you may simply wish to treat it as a regular Monk that must be Chaotic instead of Lawful (which is what I will be doing for purposes of this class).

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Flurry of Blows, Ki Strike (Magic)
Feats: Softee Paw Kung Fu, Advanced Softee Paw Kung Fu
Alignment: Must be Chaotic.

Class Skills
The Gasshopper's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local, Religion)(Int), Listen (Wis) Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot(Wis), and Tumble (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d6

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +2 Scratchum, Softee Paw Mastery<br /> 2. +1 +0 +3 +3 Fuzzy Mind<br /> 3. +2 +1 +3 +3 Missed Me<br /> 4. +3 +1 +4 +4 Greater Flurry<br /> 5. +3 +1 +4 +4 Fuzzy Mind<br /> 6. +4 +2 +5 +5 Missed Me Again<br /> 7. +5 +2 +5 +5 Fuzzy Mind<br /> 8. +6 +2 +6 +6 Supah Flurry<br /> 9. +6 +3 +6 +6 Your Kung Fu Is Weak<br /> 10.+7 +3 +7 +7 Fuzzy Master

Weapon Proficiencies: A member of the Grasshopper Society gains no new weapon or armor proficiencies.

Softee Paw Mastery (Su): You may substitute your Cha modifier for your Str modifier for to hit rolls and damage rolls. Your Monk and Grasshopper levels stack for purposes of determining your AC Bonus and Unarmed Strike damage.

Fuzzy Mind (Ex): Do to your exhaustive experimentation with "Catnip" and other substances you exist in a permanent semi-inebriated state. At 2nd level you may add your Charisma Bonus to all Saving Throws instead of the usual ability modifier (if Charisma is higher).

At 5th level you are so hammered that Ranged attacks have a 20% chance of missing you because you stumble out of the way at the last second.

At 7th level you are Immune to Fear and Morale effects.

Scratchum (Ex): When doing an unarmed strike in Kitty Form you hit with your claws. Unarmed Strike damage in your Kitty Form is Slashing instead of Bludgeoning.

Missed Me (Ex): Once per day you may add your Base Reflex Save as a Dodge Bonus to your Armor Class for 1 Round. You must announce you are using this ability at the start of the round and it takes effect for that full round, even if you would normally be flat footed.

Greater Flurry (Ex): This is identical to the Monk ability listed on page 40 of the PHB.

Missed Me Again(Ex): You may use your Missed Me ability a number of times per day equal to your Charisma Bonus.

Supah Flurry (Ex): You gain an additional 2 attacks per round at your lowest attack bonus when using your Flurry of Blows.

Your Kung Fu Is Weak (Ex): You never lose your Dex Bonus to Armor Class (even while flat-footed), and may not be flanked. If your opponent uses the Power Attack Feat against you he takes an additional -2 to hit.

Fuzzy Master (Su): 3 times per day you may unleash your true fury. As a Full Round Action you may make 10 Claw Attacks at your highest Base Attack Bonus while in Kitty Form against 1 opponent. Additionally if you it your opponent must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Bonus plus 1 for each claw that hits) or be Shaken for 1d6 rounds plus 1 round per claw that hits.

PLAYING A GRASSHOPPER
Play yourself as a random wacko. Wise one minute, raving the next, perhaps suicidal tomorrow. People should definitely not have a handle on how to deal with you.
Combat: Members of the Grasshopper Society use a form of martial arts adapted to their kitty forms. It mostly consists of flailing claw strikes and maliciously biting anything within reach. Some think of it less of a martial art and more of a hissy fit.
Advancement: Advancement for the Grasshoppers is an odd road. Many multiclass a bit just for the experience. Some will do anything once. If you've ever wanted to play a build thats all over the lace you'd be almost justified doing it with one of these guys. They really are that flighty.
Resources: Members of the Grasshopper Society often only have their wisdom (HAHAHAHA!!) to rely upon. They aren't especially close to each other (most view other members as rivals of some sort), and their strange behavior often alienates them from the more business oriented Cat Burglar Guilds.


THE GRASSHOPPER SOCIETY IN THE WORLD
"Bobby. Bobby whut them critters doin' in that field out theyah??"
"Ah think thays steeling the weeds Paw!"
"Them aint weeds!!! Thems...uh..nevah mind Bobby you go back inside and get mah critter gun."
For the most part you sit around, chase bugs, drink tea, and _____ about how things aren't as good as they used to be. Your a crotchety old eccentric and darn proud of it.
Daily Life: Your life has no rhyme or reason. You may spend it doing good deeds or committing sins. You may invent new philosophies, or do your business on peoples shoes. You do spend unusual amounts of time indulging yourself whatever your personal philosophy.
Notables: The Unholy Master of Death (CE Male Human Cat Burglar 1/Chaos Monk 5/Grasshopper Society 6) isn't nearly as impressive as his name suggests. He spends most of his time in cat form stone drunk. But since no one knows he's a cat he's one of the bigest movers and shakers in the city, and often claims to be a messenger of the Master in human form.
Persimmon (CN Female Elf Cat Burglar 1/Chaos Monk 5/Grasshopper 6) is a temple guardian of the Goddess Mrrow. No one understands how the temple is never robed since there are obly a few cats there.
Organizations: The Grasshopper Society is an odd bunch. Think of them sort of like Taoists. On really bad drugs. With a side order of mild insanity and freakish personal quirks. They're more of a loose affiliation than an organized force. Unless you make them angry enough. Then you may wish to pop off to another dimension for a bit...

NPC Reaction
Most NPC's are terrified of the Grasshopper Society. After all who isn't scared of a secret society of shape changing lunatics who happen to be martial artists?

THE GRASSHOPPER SOCIETY IN THE GAME
The Grasshoppers are utter madmen who take perverse delight in being difficult and obstinate. Plan for this when designing encounters.
Adaptation: Definitely a silly campaign only. Drunken Kung FU kitty monks pretty much don't adapt well to any other style.
Encounters: PC's will likely encounter a Grasshopper when one becomes curious about them, randomly decides to interfere with their life, or adopts one as a 'disciple' (i.e. pet chew toy).

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: Your sitting in the pub one day bragging about taking out some local mastermind. A small taby hops up on the table, steals your beer, belches loudly, and goes into Crane Stance. Yessir looks like a normal weekend.



THE UNHOLY MASTER OF DEATH
CE Male Human Cat Burglar 1/Chaos Monk 5/Grasshopper Society 6
Init +2 (+4 Small, +5 Tiny, +6 Diminutive), Senses: Listen +8, Spot +8, Low Light Vision and Scent in Kitty Form
Languages Common, Dwarven
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AC 23, touch 23, flat-footed 19 (+2 Dex, +7 Cha, +4 Deflection)
AC Small 26, touch 26, flat-footed 22 (+1 Size, +4 Dex, +7 Cha,+4 Deflection)
AC Tiny 28, touch 28, flat-footed 24 (+2 Size, +5 Dex, +7 Cha, +4 Deflection)
AC Diminutive 31, touch 31, flat-footed 27 (+4 Size, +6 Dex, +7 Cha, +4 Deflection)
Increase Cha Bonus to +10 when wearing Cloak
Missed Me 2/day (+11 Dodge Bonus for 1 round), Fuzzy Mind
hp 47 (12 HD)
Fort +9, Ref +14 (+15 Small, +17 Tiny, +19 Diminutive), Will +12
Evasion, Still Mind, Fuzzy Mind
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Speed 40 ft. (8 squares)
Melee Unarmed Strike +10/+5 (2d8+3) or Flurry +8/+8/+3 (2d8+3)
Melee Small Unarmed Strike +12/+7 (2d6+3) or Flurry +10/+10/+5 (2d6+3)
Melee Tiny Unarmed Strike +14/+9 (2d4+3) or Flurry +12/+12/+7 (2d4+3)
Melee Diminutive Unarmed Strike +17/+12 (2d3+3) or Flurry +15/+15/+10 (2d3+3)
Add +3 to hit and damage when wearing Cloak
Base Atk +7, Grp +6 (+0 Small, -5 Tiny, -9 Diminutive)
Atk Options Ki Strike (Magic), Stunning Fist (6/day, DC 19 or +1d6 damage if using Fists of Iron), Greater Flurry of Blows, Scratchum
Combat Gear 4 Potions of Cure Serious Wounds, 4 Potions of Haste, 3 Potions of Greater Magic Fang (+5),
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Abilities Str 8, Dex 14, Con 10, Int 13, Wis 13, Cha 17
Abilities Small Str 4, Dex 18
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Kitty Form, Purr, Trapfinding, Fast Movement
Feats Advanced Softee Paw Kung Fu, Anklebiter, Fists of Iron, Softee Paw Kung Fu, Superior Unarmed Strike, Weapon Finesse, Combat Reflexes (B), Stunning Fist (B)
Skills Balance +10 (+20 Small, +21 Tiny, +22 Diminutive), Bluff +10 (+13 Cloak), Climb +10 (+16 Small, +17 Tiny, +18 Diminutive), Escape Artist +10 (+12 Small, +13 Tiny, +14 Diminutive), Hide +10 (+20 Small, +23 Tiny, +27 Diminutive) , Knowledge (Local) +8, Listen +8, Move Silently +10 (+20 Small, +21 Tiny, +22 Diminutive), Sense Motive +7, Spot +8, Tumble +10 (+12 Small, +13 Tiny, +14 Diminutive), Use Magic Device +10
Possessions Collar of Holding, Cute Widdle Bowsies, +6 Cloak of Charisma, +4 Ring of Protection, 4 Potions of Cure Serious Wounds, 4 Potions of Haste, 3 Potions of Greater Magic Fang (+5), 250 GP


EPIC GRASSHOPPER

Hit Die: d6
Skills Points at Each Level : 4 + int
AC Bonus The Epic Grasshopper's bonus to Armor Class when unarmored increases by +1 every 5 levels higher than 20th.
Unarmed Strike The damage for a Grasshopper's Unarmed Strike does not increase after 16th level.
Bonus Feats: The Epic Grasshopper gains a Bonus Feat every 3 levels higher than 20th
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
TIBBIT JESTER

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/tibbitjester2.jpg)

"My Gods you're fat. Are all kings this fat? How long has it been since you've seen your feet?"

Societal outcasts and secondary citizens of all kinds sometimes find gainful employment as Court Jesters. This includes the Tibbits if they are frowned upon in some areas...

BECOMING A TIBBIT JESTER
A few levels of Jester and Cat Burglar and you're all set.

ENTRY REQUIREMENTS
Class Abilities: Kitty Form, Jesters Performance (Taunt)
Saves: Base Reflex Save +6
Race: Tibbit
Skills: Perform (Comedy) 6 Ranks
Feats: Lolcat, Jibba Jabba

Class Skills
The Tibbit Jester's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Nobility) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level : 4 + int

Hit Dice: d6

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +0 +2 Kitteh Magic, Insult Comic, +1 level of Arcane spellcasting class<br /> 2. +1 +0 +0 +3 +1 level of Arcane spellcasting class<br /> 3. +2 +1 +1 +3 +1 level of Arcane spellcasting class<br /> 4. +3 +1 +1 +4 +1 level of Arcane spellcasting class<br /> 5. +3 +1 +1 +4 +1 level of Arcane spellcasting class<br /> 6. +4 +2 +2 +5 +1 level of Arcane spellcasting class<br /> 7. +5 +2 +2 +5 +1 level of Arcane spellcasting class<br /> 8. +6 +2 +2 +6 +1 level of Arcane spellcasting class<br /> 9. +6 +3 +3 +6 +1 level of Arcane spellcasting class<br /> 10.+7 +3 +3 +7 Enrage Audience +1 level of Arcane spellcasting class

Weapon Proficiencies: Tibbit Jesters gain no new weapon or armor proficiencies.

Kitteh Magic: When a Tibbit Jester becomes capable of casting spells of a new level he can choose 1 spell from the following list. He may cast 1 extra spell per level per day from this list. For example Muffins can cast up to third level spells. He can choose 1 first, 1 second, and 1 third level spell from the following list each day to cast. He may not use his regular spell slots to cast these spells, nor may he use these slots to cast spells from the Jester spell list.

1st: Accelerated Movement, Benign Transposition, Buzzing Bee, Distract, Distract Assailant, I Has A Flavor, Ray of Clumsiness, Slide, You Has A Flavor Too, Wall of Smoke
2nd: Baleful Transposition, Cloud of Bewilderment, Delusions of Grandeur, Dissonant Chant, Entice Gift, Greater Slide, Ray of Stupidity, Slapping Hand
3rd: Flashburst, great Thunderclap, Ray of Dizziness, Reverse Arrows, Shadow Cache, Suspended Silence, Unluck
4th: It Was the Dog, Know Vulnerabilities, Ruin Delver's Fortune, Translocation Trick
5th: Dander Blast, Do Not Want, Illusory Feast, Shadow Form
6th: I See What You Did There, You Make Kitty Scared

Insult Comic (Su): Your Jester and Tibbit Jester levels stack for determining what abilities you have with your Jester's Performance.

Enrage Audience (Su): A number of times per day equal to your Charisma modifier you may use your Jester's Performance ability on all opponents within a 30' radius.

PLAYING A TIBBIT JESTER
Your a big dumb silly kitty. At least that's what you want your employers to think. You excel at being thought of as a fool in order to make people underestimate you. After all if you're a nobody and too stupid to be believed by anyone, people don't watch what they say around you...
Combat: You aren't much of a fighter, but you are a talker. Hide behind your allies and insult your enemies into a distractive frenzy before running away. Your allies can use the exercise, you could use some fun, and your enemies need killing. Everyone gets a little something...
Advancement: Most Jester's advance down the same path, becoming ever more sarcastic. You intend to bring mean to new heights (or lows depending on your point of view).
Resources: You have the Guild, possibly the local Tibbit population, and the Jesters schools you can rely upon.

TIBBIT JESTERS IN THE WORLD
"I hate sarcastic cats!"
You don't think much of the rich and beautiful. You were raised to hate them, and since meeting them most of them haven't done much to change your mind. You feel little guilt about betraying them and stealing from them.
Daily Life: Your daily life consists of entertaining the fattened rich, and incidentally spying on them and their guests. Being publicly thought of as a fool means people don't watch what they say or do in front of you because they think you're of little consequence.
Notables: Silent But Deadly (CE Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is the Jester of an evil king. He is used to humiliate the King's guests (and unbeknownst to all is also stealing from the King). Furball (CG Male Tibbit Cat Burglar 1/Jester 5/Tibbit Jester 6) is also th Jester of an Evil King, but he works to bring about the Kings downfall.
Organizations: Tibbit Jesters have only the Cat Burglar Guilds. There are training schools in existence that they can sometimes rely upon as well. Jester friends are always good to have.

NPC Reaction
NPC's usually just think of the Tibbit Jester's as simple (but occasionally controversial) entertainers. No one suspects they are spies for the Guilds.

TIBBIT JESTERS IN THE GAME
Tibbit Jester's generally tie the group to a city, as they are employed as professional jester's to entertain the nobility (and are usually tied to a specific noble). So unless the Jester's public employer travels a lot neither will the group.
Adaptation: This particular class can be used in a non silly campaign if Tibbit's are a race in your world. Particularly if it's espionage oriented.
Encounters: PC's will usually encounter members of this class doing their job as Court Jesters (i.e. spies for the Cat Burglar Guilds).

Sample Encounter
EL 12: The local King is a butthead. The PC's have gotten a temporary job in his court, but have since discovered he puts the thumbscrews to people at a whim. And his freaky little cat Jester is a pain in the butt too...


Furball
CG Male Tibbit, Cat Burglar 1/Jester 5/Tibbit Jester 6
Init +3 (+5 Tiny, +6 Diminutive), Senses: Listen +1, Spot +3, Dark Vision 60', Low Light Vision and Scent in Kitty Form
Languages Common, Feline, Elven
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AC , touch , flat-footed (+1 Size, +3 Dex, +2 Dodge, )
AC Tiny , touch , flat-footed (+2 Size, +5 Dex, +2 Dodge, )
AC Diminutive , touch , flat-footed (+4 Size, +6 Dex, +2 Dodge, )
Jester's Audacity
hp 42 (12 HD)
Fort +3, Ref +11 (+13 Tiny, +14 Diminutive), Will +10
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Speed 20 ft. (4 squares)
Ranged +1 Sling +9 (1d3+1)
Melee Small 2 Claws +9 (1d3-2) and 1 Bite +4 (1d4-2)
Melee Tiny 2 Claws +9 (1d2-4) and 1 Bite +4 (1d3-4)
Melee Diminutive 2 Claws +9 (1 point) and 1 Bite +4 (1d2-4)
Base Atk +6, Grp +4
Atk Options +1d6 Sneak Attack
Combat Gear 1 Potion of Haste, 1 Dead Fish Bomb, 1 Hairball Grenade
Spells Prepared 0 (3/day, DC 14): Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Open/Close
1st (4/day, DC 15): Charm Person, Color Spray, Grease, Tasha's Hideous Laughter
2nd (4/day, DC 16): Enthrall, Glitterdust, Mirror Image, Touch of Idiocy
3rd (4/day, DC 17): Confusion, Haste, Shrink Item, Slow
4th (2/day, DC 18): Bestow Curse, Greater Invisibility, Rainbow Pattern
Caster Level 11th, +2 to Save DC's when wearing hat
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Abilities Str 6, Dex 16, Con 10, Int 12, Wis 13, Cha 18 (22 w/Hat)
Abilities Tiny Str 3, Dex 20
Abilities Diminutive Str 2, Dex 22
SQ Purr, Trapfinding, Kitty Form, Tibbit's Rule, Jester's Performance (Fascinate, Inspiring Quip, Taunt, Calming Performance, Buffoonery)
Feats Anklebiter, Dogs Are Retarded..., Jibba Jabba, LOLcat, Weapon Finesse, Deflect Arrows (B), Let Sleeping Kitties Lie (B), Snatch Arrows (B)
Skills Balance +9 (+19 Tiny, +20 Diminutive), Bluff +9 (+11 w/hat), Climb +6 (+12 Tiny, +13 Diminutive), Disguise +6 (+8 w/hat), Escape Artist +8 (+10 Tiny, +11 Diminutive), Hide +12 (+22 Tiny, +27 Diminutive), Jump +6 (+12 Tiny/Diminutive), Knowledge (Local, Nobility) +3, Move Silently +8 (+14 Tiny, +15 Diminutive), Perform (Comedy) +16 (+18 w/hat), Search +3, Sense Motive +6, Sleight of Hand +8, Spot +3, Tumble +9 (+11 Tiny, +12 Diminutive), Use Magic Device +9 (+11 w/hat)

+4 additional Bonus to Hide Checks in undergrowth or high grass
Possessions Collar of Holding, 1 Dead Fish Bomb, 1 Hairball Grenade, Feathered Hat, +6 Bracers of Armor, +3 Ring of Protection, +1 Sling, 1 Potion of Haste, 600 GP


EPIC TIBBIT JESTER

Hit Die: d6
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Tibbit Jester gains a Bonus Feat every 2 levels higher than 20th
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
TIBBIT SKIRMISHER

IMAGE(http://i212.photobucket.com/albums/cc70/bhutastan/Cats/tibbitskirmish.jpg)

"Tibbit's Rule!"

Tibbit Skirmishers are packs of backup fighters who hound and confuse their quarry while the Sons of Pinky finish them off.

BECOMING A TIBBIT SKIRMISHER
Normally Tibbits multiclass as a Scout for a few levels before becoming a Tibbit Skirmisher. The Cat Burglar Guilds provice the necessary training.

ENTRY REQUIREMENTS
Race: Tibbit
Class Features: Tibbit's Rule!, Skirmish +1d6
Feats: Combat Expertise, Improved Trip, Mouser


Class Skills
The Tibbit Skirmisher's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level : 6 + int

Hit Dice: d6

[b] BAB Fort Ref Will Abilities[/b]<br /> 1. +0 +0 +2 +0 Skirmisher Feat<br /> 2. +1 +0 +3 +0 Dodger (+2)<br /> 3. +2 +1 +3 +1 Comin' Thru!<br /> 4. +3 +1 +4 +1 Skirmisher Feat<br /> 5. +3 +1 +4 +1 Dodger (+4)<br /> 6. +4 +2 +5 +2 Mine!!<br /> 7. +5 +2 +5 +2 Skirmisher Feat<br /> 8. +6 +2 +6 +2 Dodger (+6)<br /> 9. +6 +3 +6 +3 Scratch 'Em While Their Down<br /> 10.+7 +3 +7 +3 Master Skirmisher

Weapon Proficiencies: Tibbit Skirmishers gain no new weapon or armor proficiencies.

Dodger (Ex): At 1st level you gain a +2 Dodge Bonus to Armor Class while in Kitty Form. This stacks with all other Dodge bonuses such as the Dodge Feat. It increases to +4 at level 4, and to +6 at level 8.

Skirmisher Feats (Ex): At 2nd, 5th, 7th, and 10th level the Tibbit Skirmisher gets a Bonus Feat from the following list: Acrobatic Strike, Adaptable Flanker, Alley Cat, Always Underfoot, Clever Wrestling, Close Quarters Fighting, Combat Expertise, Combat Panache, Confound The Big Folk, Cunning Evasion, Defensive Strike, Deadly Defense, Deft Opportunist, Deft Strike, Distracting Attack, Elusive Target, Eyes in the Back of Your Head, Expeditious Dodge, Expert Tactician, Fleet of Foot, Giantbane, Goad, Greater Kiai Shout, Hamstring, Hindering Opportunist, Improved Feint, Improved Combat Expertise, Improved Disarm, Improved Skirmish, Intimidating Strike, Kiai Shout, Lunging Strike, Melee Evasion, Shadow Striker, Stalwart Defense, Swarmfighting, Telling Blow, Tumbling Feint, Underfoot Combat, Vexing Flanker, Wolf Pack.

Comin' Thru! (Ex): When making a charge attack in Kitty Form you may make a Trip attack against everyone whose space you enter. If a Trip attack fails you must stop where you are. You receive the benefits of your Improved Trip and Always Underfoot Feats for each Trip attempt. You cannot make more than 3 Trip attempts per charge, and only one trip attempt per creature.

Mine!! (Ex): This ability works exactly like Spring Attack except you make a Disarm attempt instead of an attack action. When using Mine!! you also benefit from any feat or ability that improves disarm attempts, such as Improved Disarm. If you succeed at your Disarm attempt, you are now holding the target item in your mouth (or hand if not in Kitty Form).

Scratch 'Em While Their Down (Ex): When you attack a prone character you get a competence bonus to your to hit and damage rolls equal to your Charisma bonus.

Master SKirmisher (Su): At 10th level the Tibbit Skirmisher masters the art of the scamper. When he performs an attack while using his Skirmish ability and his opponent is Denied his Dex Bonus to AC, he automatically gets a Trip attempt as a Free Action without provoking an attack of opportunity. There is no opposed roll and the Trip is automatically successful.



PLAYING A TIBBIT SKIRMISHER
Design yourself around a specific Feat tree in order to specialize in some area, especially if there are several people in the group playing Skirmishers. Maybe you make people easier to flank, or easier to hit, or are distracting.
Combat: You are designed to be an annoyance. You are a tactical fighter who helps set up things for your buddies. You aren't a frontline combatant. You do your best to avoid getting hit while tripping up your enemies, causing them to be flanked, or sowing confusion.
Advancement: Tibbit Skirmishers can specialize in one of several paths depending on what Feats they take. Try to see what your party will need the most and go for that area of expertise.
Resources: The Cat Burglar Guilds of course. The greatest resource in the world :D

TIBBIT SKIRMISHERS IN THE WORLD
_______ Cats! Knocked my feet out from under me and ran of with my jewelry! There outta be a law against em!"
You are the most lovable cat in the world until it's business time. Then you are the least lovable cat in the world. But at least you get to have fun.
Daily Life: You spend your day patrolling the Guilds bases, or escorting teams who go out on missions. It's your job to make sure things go smoothly when the fur starts to fly.
Notables: Current notable Tibbit Skirmishers include The Magnificent Farting Bastard (Tibbbit, CN, Cat Burglar 2/Scout 4/Tibbit SKirmisher 6). No one exemplifies the ruthlessly mocking nature of this class more than he has, and he stands out above all other Tibbit Skirmishers as the most famous (and most hated) of his kind. Even Kender are more loved than he. Known only by his pseudonym, even by his Guild.
Organizations: Every Cat Burglar Guild has Tibbit Skirmishers. Without exception. One or two of the most dreaded Guilds is composed primarily of members of this prestige class.

NPC Reaction
People hate Tibbit Skirmishers. You trip them up, steal their stuff, and disappear before they can get to you. No one likes a winner baby. Expecially when they win as good as you do.

TIBBIT SKIRMISHER IN THE GAME
Tibbit Skirmishers are support, and are best used to round out the party if the major roles are already taken.
Adaptation: Much like the Cat Burglar class, this is probably a humorous setting only.
Encounters: PC's will probably encounter Tibbit Skirmishers if they ever raid a Cat Burglar Guild. Once the alarm is sounded Skirmishers will delay them till the heavy hitters can get there, and then act as backup when the Sons of Pinky charge to the fore.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL 12: You awaken in the night as a foul stench descends upon you. You see a small cat perched on your face. He has apparently broken wind. He calls you several names best left unprinted and bounds out the open window. Getting up you stumble about in confusion and find that your armor smells like cat pee. Eventually finding some decent clothes you run outside but he is gone. Arriving back at your room you realize so is your money...


The Magnificent Farting Bastard
CN Male Tibbbit Cat Burglar 2/Scout 4/Tibbit Skirmisher 6
Init +7 (+9 Tiny, +10 Diminutive), additional + w/DaggerSenses: Listen +13, Spot +15, Dark Vision 60', Low Light Vision and Scent in Kitty Form
Languages Common, Feline, Sylvan
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AC 21, touch 18, flat-footed 14 (+1 Size, +3 Dex, +4 Dodge, +3 Armor)
Tiny AC 24, touch 21, flat-footed 15 (+2 Size, +5 Dex, +4 Dodge, +3 Armor)
Diminutive AC 27, touch 24, flat-footed 17 (+4 Size, +6 Dex, +4 Dodge, +3 Armor)
hp 37 (12 HD)
Fort +3, Ref +11 (+13 Tiny, +14 Diminutive), Will +4
Battle Fortitude (+1 Fort Saves), Evasion, Uncanny Dodge
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Speed 30 ft. (6 squares)
Melee +1 Shortsword +12/+7 (1d4-1)
Melee Small Kitty 2 Claws +11 (1d3-2) and 1 Bite +6 (1d4-2)
Melee Tiny Kitty 2 Claws +13 (1d2-4) and 1 Bite +8 (1d3-4)
Melee Diminutive Kitty 2 Claws +14 (1 point-4) and 1 Bite +9 (1d2-4)
Ranged +1 Sling +11 (1d3+1 plus possible Stun)
Base Atk +8, Grp +2 (-10 Tiny, -14 Diminutive)
Atk Options Skirmish (+2d6, +1 AC), Comin' Thru, Mine, +1d6 Sneak Attack
Combat Gear See below
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Abilities Str 6 (3 in Tiny and 2 in Diminutive Kitty Form), Dex 16 (20 in Tiny Kitty Form, 22 in Diminutive Kitty Form), Con 10, Int 13, Wis 12, Cha 18
SQ Tibbit's Rule, Trapfinding, Fast Movement, Trackless Step, Purr
Feats Distracting Attack (B), Improved Initiative(B), Melee Evasion (B), Anklebiter, Combat Expertise, Improved Trip, Mobility, Mouser, Weapon Finesse
Skills Balance +9 (+17 Small Kitty, +19 Tiny, +20 Diminutive), Bluff +13, Climb +9 (+13 Small, +15 Tiny, +16 Diminutive), Diplomacy +7, Disable Device +4, Escape Artist +11, Gather Information +7, Hide +19 (+23 Small, +29 Tiny, +34 Diminutive), Jump +6 (+14 in Kitty Form), Knowledge (Local) +4, Listen +13, Move Silently +15 (+19 Small, +21 Tiny, +22 Diminutive), Open Lock +6, Search +7, Sense Motive +13, Spot +15, Tumble +15, Use Magic Device +7

Additional +4 to Hide checks in tall grass or undergrowth
PossessionsCollar of Holding, Cute Widdle Bowsies, Bag of Boulders, 4 Blast Disks, Jumping Caltrops, 4 Smoked Fish Bombs, 1 Dead Fish Bomb, 2 Hairball Grenades, 1 Stunning Spike, 3 Tanglepatches, Arcane Thieves Tools, Stunshot Sling, +1 Warning Shortsword, +1 Vanishing Improved Silent Moves leather Armor, Dust of Disappearance, 1130 GP



EPIC TIBBIT SKIRMISHER

Hit Die: d6
Skills Points at Each Level : 6 + int
Dodger The Epic Tibbit SKirmisher's Dodge Bonus increases an additional +2 at level 21, and every 3 levels thereafter.
Bonus Feats: The Epic Tibbit Skirmisher gains a Bonus Feat every 3 levels higher than 20th


EPIC TIBBITY FEATS

My Friends Think You Should Leave
Prerequisites: Adaptable Flanker, Vexing Flanker, Master Skirmisher Class Ability
Benefits: As a Swift action 3 times per day you may designate a number of allies equal to your Charisma Modifier as long as they are with in 60' of you. Those allies are considered to have the Adaptable Flanker and Vexing Flanker Feats for 3 rounds plus 1 round per point of Charisma Modifier


I Reject Your Embrace Kind Sir
Prerequisites: Clever Wrestling, Close-Quarters Fighting, Master SKirmisher Class Ability
Benefits: When using the Attack of opportunity you get from your Close-Quarters Fighting Feat, you gain a Circumstance Bonus equal to your Charisma Modifier. You also stop the Grapple even if your opponent has Improved Grapple or Improved Grab. If you critically hit with the Attack of Opportunity you may add your Sneak Attack damage if any to the result


Behold My Objecting Paw
Prerequisites: Deadly Defense, Defensive Strike, Master Skirmisher Class Ability.
Benefits: When fighting Defensively or using your Defensive Strike Feat you may add up to +3d6 Sneak Attack damage


HEY YOU!!
Prerequisites: Distracting Attack, Goad, Master Skirmisher Class Ability.
Benefits: When using your Goad Feat, your opponent is restricted more in his actions. It can only make melee or ranged attacks against you, cast spells that specifically target you, or move to chase after you. It will ignore anyone else, even if they damage him. If it cannot attack you it must move in position to do so. The bonus from your Distracting Attack Feat becomes +2.


Scamper Time
Prerequisites: Cunning Evasion, Improved Diversion, Master Skirmisher Class Ability.
Benefits: When using your Cunning Evasion or Improved Diversion Feats, instead of hiding you become Invisible (as per the spell of the same name). May be used 3 times per day.


BOO!
Prerequisites: Greater Kiai Shout, Kiai Shout, Master Skirmisher Class Ability.
Benefits: If you use your Kiai Shout when your opponent is Flat-Footed or Denied his Dex Bonus to AC, he gets no Saving Throw.


Not On My Watch
Prerequisites: Hidering Opportunist, Stalwart Defense, Master Skirmisher Class Ability.
Benefits: 3 times per day you may activate this ability for a number of rounds equal to your Charisma Modifier. Any allies within 30' of you gain an Insight Bonus to AC equal to your Charisma modifier


My Bite Actually IS Worse Than My Bark
Prerequisites: Intimidating Strike, Lunging Strike, Master Skirmisher Class Ability.
Benefits: As a Full Round Action you may perform both your Lunging Strike and Intimidating Strike. If you succeed your opponent Cowers for 1d6 rounds, and is Shaken for the rest of the encounter


Your Hastily Thrown Shoe Affects Me Not
Prerequisites: Any 2 of the following Feats (Elusive Target, Improved Combat Expertise, Melee Evasion) and the Master SKirmisher Class Ability.
Benefits: Choose 1 opponent. For every round that opponent attempts to attacks you and misses you gain a cumulative +1 Insight Bonus to your AC against him. This lasts for the duration of the encounter.


Don't Make Me Use This
Prerequisites: Improved Feint, Tumbling Feint, Master SKirmisher Class Ability.
Benefits: When attempting to Feint you may add your BAB to the Bluff check roll. If you Feint successfully, you may add your Tibbit Skirmisher level to any critical confirmation rolls for the rest of the Encounter


Deep Scratching
Prerequisites: Deft Strike, Master SKirmisher Class Ability.
Benefits: Once you make a successful spot check using Deft Strike, you may ignore your opponents Armor and Natural Armor Bonus to AC for the rest of the encounter, not just the next round. However you must make 1 attack per round as a Standard action to gain this benefit.


Kitteh Not Liek Wallnuts
Prerequisites: Any 2 of the following Feats (Confound The Big Folk, Giantbane, Underfoot Combat) and the Master Skirmisher Class Ability.
Benefits: Whenever you succeed on making a critical hit against an opponent at least 2 size classes bigger than yourself it must make a Fortitude Save (DC is 10 plus half your hit dice plus your Charisma Modifier) or be Nauseated for 1d6 rounds.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
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