Kitties

Feat: Anklebiter
You are well adjusted to attacking from below
Prerequisites: Tiny Size Class or smaller, NPC Only
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.

Big Spookity Kitty

  • Big Spookity Kitty
  • Tiny Magical Beast
  • Hit Dice: 6d10+18 (78 hp)
  • Initiative: +6
  • Speed: 30 ft. (6 squares)
  • Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
  • Base Attack/Grapple: +6/+16
  • Attack: Claw +14 melee (1d2+6)
  • Full Attack: 2 Claws +14 melee (1d2+6) and 1 Bite +9 melee (1d3+3)
  • Space/Reach: 2 1/2 ft./0 ft.
  • Special Attacks: Improved Grab, Pounce, Rake 1d2+6, Mean Little Bastard
  • Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'
  • Saves: Fort +8, Ref +7, Will +3
  • Abilities: Str 23, Dex 15, Con 17, Int 8, Wis 12, Cha 12
  • Skills: Balance +12, Climb +12, Hide +8, Jump +16, Listen +3, Move Silently +7, Spot +3
  • Feats: Anklebiter, Dodge, Improved Initiative
  • Environment: Temperate Plains
  • Organization: Solitary, Pair, or Family (3-5 plus 5-20 Little Spookity Kitties)
  • Challenge Rating: 3
  • Treasure: Standard
  • Alignment: Always Neutral
  • Advancement: 7-12 HD (Tiny), 13-18 HD (Small)
  • Level Adjustment: -

"Aww, look at the lil kitties!!!"

Big Spookity Kitties were an experiment by a particularly loony mage who wanted intelligent guards that didn't stand out, but still had a punch. They appear to be ordinary housecats but for that little gleam in their eyes. They understand common, but cannot speak.

Mean Little Bastard (Ex): Big Spookity Kitties do not take a Size penalty to Grapple checks.

Sassy (Ex): Big Spookity Kitties are immune to fear and morale effects.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple chack as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.

Combat: Kitties tend to enjoy stalking their prey and will use group tactics if they aren't on a solo hunt. Otherwise they are very straightforward, charging in and immediately attempting to set up a grapple so they can Rake their opponent into submission.

Little Spookity Kitty

  • Little Spookity Kitty
  • Diminutive Magical Beast
  • Hit Dice: 3d10+6 (36 hp)
  • Initiative: +5
  • Speed: 20 ft. (4 squares)
  • Armor Class: 16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
  • Base Attack/Grapple: +3/+10
  • Attack: Claw +10 melee (4 pts)
  • Full Attack: 2 Claws +10 melee (4 pts) and 1 Bite +5 melee (1d2+1)
  • Space/Reach: 1 ft./ 0 ft.
  • Special Attacks: Improved Grab, Pounce, Rake (4 pts), Mean Little Bastard
  • Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'
  • Saves: Fort +5, Ref +4, Will +1
  • Abilities: Str 16, Dex 12, Con 15, Int 4, Wis 10, Cha 10
  • Skills: Balance +9, Climb +7, Hide +6, Jump +11, Listen +4, Move Silently +6, Spot +4
  • Feats: Anklebiter, Improved Initiative
  • Environment: Temperate Plains
  • Organization: Solitary, Pair, or Pack (5-20)
  • Challenge Rating: 2
  • Treasure: Standard
  • Alignment: Always Neutral
  • Advancement: 4-5 HD (Diminutive)
  • Level Adjustment: -

"Awwwwww…look at the little teeny kitties.."

Little Spookity Kitties are Big Spookity Kitty kittens.

Mean Little Bastard (Ex): Kitties do not take a Size penalty to Grapple checks.

Sassy (Ex): Little Spookity Kitties are immune to fear and morale effects.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

Improved Grab (Ex): If the Kitty hits with a bite or claw attack it may attempt a grapple check as a free action without provoking an attack of opportunity. If the grapple check succeeds it may use its Rake attack.

Combat: Pretty much just like the Big Spookity Kitties.

Little Spookity Kitty Swarm

  • Little Spookity Kitty Swarm
  • Diminutive Magical Beast (Swarm)
  • Hit Dice: 18d10 +36 (216 hp)
  • Initiative: +5
  • Speed: 20 ft. (4 squares)
  • Armor Class: 16 (+4 Size, +1 Dex, +1 Natural), touch 15, flat-footed 15
  • Base Attack/Grapple: +18/-
  • Attack: Swarm (4d6)
  • Full Attack: Swarm (4d6)
  • Space/Reach: 10 ft./ 0 ft.
  • Special Attacks: Distraction
  • Special Qualities: Low Light Vision, Scent, Sassy, Dark Vision 60'. Swarm traits, Immune to Weapon Damage
  • Saves: Fort +13, Ref +13, Will +6
  • Abilities: Str 16, Dex 12, Con 15, Int 4, Wis 10, Cha 10
  • Skills: Balance +9, Climb +8, Hide +9, Jump +11, Listen +6, Move Silently +9, Spot +6
  • Feats: Anklebiter, Improved Initiative
  • Environment: Temperate Plains
  • Organization: Solitary
  • Challenge Rating: 10
  • Treasure: Standard
  • Alignment: Always Neutral
  • Advancement: -
  • Level Adjustment: -

"Ummm..why are those kitties lookin' at us like that Granpa?"

Sometimes Little Spookity Kitties are separated from their parents by death or misfortune. If not killed or raised by Druids as companions they form small prides and ambush prey.

Sassy (Ex): Spookity Kitties are immune to fear and morale effects.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. And a +4 Racial Bonus to all Grapple checks.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must make a DC 21 Fortitude Save or be Nauseated for 1 round (Save is Constitution based).

Combat: Rush em and start tearing is the standard. Not very tactical are kittens…

Good Kitty

  • Good Kitty
  • Tiny Magical Beast
  • Hit Dice: 18d10+36 (216 hp)
  • Initiative: +8
  • Speed: 40 ft. (8 squares)
  • Armor Class: 21 (+2 Size, +4 Dex, +4 Deflection, +1 Natural), touch 20, flat-footed 17
  • Base Attack/Grapple: +18/+7
  • Attack: Claw +24 melee (1d2 -3)
  • Full Attack: 2 Claws + 24 melee (1d2-3) and 1 Bite (1d3-3)
  • Space/Reach: 2 1/2 ft./0 ft.
  • Special Attacks: Gaze Attack
  • Special Qualities: Scent, Dark Vision 60', Telepathy (150'), Low Light Vision, Unreadable
  • Saves: Fort +13, Ref +15, Will +12
  • Abilities: Str 5, Dex 19, Con 15, Int 15, Wis 19, Cha 19
  • Skills: Balance +12, Bluff +14, Diplomacy +14, Climb +18, Gather Information +14, Hide +16, Jump +12, Knowledge (local) +12, Listen +14, Move Silently +16, Sense Motive +14, Spot +14
  • Feats: Weapon Finesse, Ability Focus (Gaze Attack), Alertness, Improved Initiative, Dodge, Mobility, Iron Will
  • Environment: Any
  • Organization: Solitary or Pair
  • Challenge Rating: 10
  • Treasure: Standard
  • Alignment: Usually Chaotic Neutral
  • Advancement: 19-25 HD (Small)
  • Level Adjustment: -

"Sassy is mama's good widdle piddy! Yes she is!"

Good kitties are hyper intelligent, extra fwuffy kitties who's goals are generally to take over the world. Not out of malice, but because of a sincere belief that they can do better than people. Generally they move into a village and begin to slowly influence people, and work their way up the chain of command until they are the power behind the throne so to speak. They are often quite fond of their charges and will protect them as much as they can, but being Neutral they are still as selfish and capricious as any Kitty. An easy sign of their presence in a village is that at least one farmer will be cultivating a field of catnip.

And woe be unto he who shall disrupt the catnip production.

Good Kitties speak common and any 2 other languages of the DM's choice.

Skills (Ex): Kitties have a +4 Racial Bonus on Climb, Hide, and Move Silently checks (hide bonus increases to +8 in tall grass or heavy undergrowth). They also have a +8 Racial Bonus to Balance and Jump checks. kitties may use their Str or Dex modifier for Climb or Jump checks.

Unreadable (Su): The Good Kitty detects as being Neutral Good regardless of its actual alignment. This effect cannot be dispelled but it does turn off in an antimagic field.

Gaze Attack (Su): Charm Monster, 30', DC 25 Willpower Save negates. Save is Charisma based. Caster level is equal to Hit Dice.

Spell-Like Abilities (Sp): At will: Detect Thoughts (DC 16), Discern Shapechanger, Entice Gift (DC 16), Locate Objects, See Invisibility.

3/day: Arcane Sight, Clairaudience/Clairvoyance, Detect Scrying, Lesser Geas (DC 18), Lesser Telepathic Bond, Know Vulnerabilities (DC 18), Locate Creature, Scrying (DC 18), Suggestion (DC 17)

1/day: Dominate Person

Combat: Good Kitties rarely participate in combat, as t hey are not meant for it. They will send charmed subjects to defend them or run away. If they know their opponent doesn't know what they are they may be telepathically directing the battle from nearby.