Sensual and powerful, the Nekomancer embodies the very namesake of their kind: borrowing the powers of everything cats or feline, the Nekomancer draws from an internal fountain of energy and luck to help destroy their foes.
Extremely valued for their Luck, the lone Nekomancer is hard to find in today’s adventurer parties.
Practically the opposite of the Sourcerer, and quite possibly the only person who could stand up to one completely (if said Sourcerer hasn’t run already).
There is, on the other hand, the secret Forging aspect of the Nekomancer, producing powerful items and gear or potions and alchemical potions for their chosen allies.
Hit Dice: d6
Starting Skill points: (6 + Dex Mod) x4
Skill points: 6+Dex Modifier
Starting Golds: 2d10 x Charisma Modifier
Class Skills: Seduction (Cha), Spellcraft (Favored Ability), Acrobatics (Dex), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Knowledge: Arcane (Int), Knowledge: Area (Int), Knowledge: Dungeoneering (Int), Knowledge: Occult (Int), Knowledge: Streetwise (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Research (Int), Search (Int), Swim (Str), Use Magic Device (Cha), Disable Device (Int), Medical (Wis)
Class basic abilities: Light Armor Proficiency, Simple Weapon Proficiency, Melee Weapon Proficiency, Martial Weapon Proficiency
Nekomancy - the heart and soul of the Nekomancer lies Nekomancy, drawing magic from cat familiars, wild cats/ferals and other sources feline-based sources. Though they gain blonuses from being around canine-based magics and races, a Nekomancer is considered to be a good luck charm for just about any party, and are highly sought after in more dangerous locales due to their strange magics. Please refer to the Nekomancy page on this site to learn more about Nekomancy spells.
NOTE: Works off the Dynamic Sorcery system. Acquiring Dynamic Sorcery will NOT improve Nekomancy, though "+1 existing spell school level" will.
Aspect of Cat - allows the Nekomancer to utilize a single Nekomancer spell without EP cost. This can be done once per day, and must be assigned to an individual spell each time the user gains a new Aspect of Cat.
Luck Ability Score - the luck of Nekomancers are legendary. Immediately gain a new Ability score LUCK (LCK). Runs off of the standard modifier tables.
Once per day, the Nekomancer can add their Luck modifier to any dice roll. This can only improve synchronization rolls by +1 though.
Luck+1 - allows the Nekomancer to use their Luck one more time per day.
Nekosense - allows the Nekomancer to see through the eyes of other animals. This can only be done with felines who are friendly to the Nekomancer and know them by smell. This can be done up to ten feet away. This is considered a Radar ability, viewable only by the Nekomancer using it.
Pet The Cat - the Nekomancer has the ability to “mark” allies. Allies who have built genuine bonds with the Nekomancer (having worked with the Nekomancer for longer than a week or a period of 40 hours) gain an immediate boost to already existent Regen/Refresh rates by half of the Nekomancer’s LCK modifier.
Summon Cat - allows the Nekomancer to summon a feral cat familiar. This takes a standard action, and the Cat will be gone by the end of combat. When summoning, you can call the maximum amount of cats that you have access to (Summon Cat+2 would bring two cats). The cats are not combat-worthy, but can do many other things depending on your skills and spells. The summoned cats will always be near the user, unless told otherwise (they can travel up to 40 feet away from the user before the ability wears off).
Spellbounce - allows the Nekomancer to “bounce” spells off of summoned cat familiars, as if the familiar itself cast the spell. This can be done up to twenty feet away.
Sense Cat - allows the Nekomancer to telepathically sense any feline within a (ECL) foot radius.
Cat Form - allows the Nekomancer to take on the form of a simple street cat. This can be done once per day and lasts for up to ECLx10 minutes. NOTE: all clothing and equipment do NOT shift with the user.
Pussycat Meow - allows the Nekomancer to speak to most feline-type creatures. While meowing, the Nekomancer gains +5 to Will Saves, +5 vs Psychic Effects, and +5 vs Spiritual Takeovers.
Hybrid - the Nekomancer is growing closer to their spiritual truths. At this point they count as both their original race as well as that of Feline.
Upon meditating each morning, the Nekomancer gains an immediate bonus to their Nekomancy spells, making them easier to cast (+5 Spellcrafting while casting Nekomancy spells) and against counterspells (+5 vs Counterspells and Negation)
Cat’s Paws - improves Nekosense, increasing the range to 25 feet away, and allows the user to also see through the eyes of marked Allies.·
Synchronize Bonus - improves the Nekomancer’s synchronization rolls using Luck to “half of Luck Modifier.”
Craft Dominance - all Nekomancers gain a spontaneous +10 to one Craft skill.
Grant Luck - allows the Nekomancer to grant marked allies and familiars the ability to use their Luck. This can be done up to ECL times per day, once per ally.
Forge Cat - creates a special neko flame within any blacksmith forge. This elemental can be summoned once per day, or be fed certain gems (rubies namely) to extend their time summoned on this plane. This Cat is a living flame elemental of the following stats:
· HP: (ECL)x10
· EP: (ECL)x10
· AC: (ECL)x10 (takes x10 damage from water sources though)
· Bound - eternally bound to the forge they’re summoned in for this summoning session. The session ends when the project is done.
· HP/EP Swap - can, at will, swap their HP and EP totals. If the creature runs out of HP, can use EP instead.
· Flame Spit - can spit and hiss flame at the cost of HP and EP.
· Pound - the only time the Forge Cat leaves their forge is to deliver a hard 2d20 (P/S/B, Crit: 20 xECL) physical/burning attack. This attack overcomes most DmR except flame and water defenses.
· Magic House - improves any home-based enchantments and enhancements by ECLxSpellcraft. So long as the Forge Cat is “alive,” this ability works.
· Gem Eat - can devour gems for a power source, returning HP and EP immediately and extending their time summoned on this planet, 1 ruby = 1 day.
· The Forge Cat counts as a universal magical component when it comes to weapon and item crafting, enchantment, or enhancement.
Undying Cat - User can now summon a single feline that remains as their familiar, following all the rules of a druid and familiar of the same level.
The Nekomancer is now considered a Outsider of their alignment.
So long as the familiar lives, the Nekomancer can move their soul into the familiar’s body, sharing it comfortably with the familiar.
The familiar can do the same to them.
The familiar can die/be killed, but will resurrect automatically within 24 hours at the last point a Forge Cat was summoned.
Final Aspect - allows the user to double the effects of a single unchosen Nekomancy spell.
Wickedness - upon successful grapple, allows the user to cast Nekomancer spells using the grappled target’s EP pool.
Secret Art: Luxuriate - so long as the Nekomancer is out of combat and indulging in vices (eating good food, partying, drinking fine wines, etc), they can gain DmR+20, Regen/Refresh +20, and Spellcraft total x2. This effect lasts for ECL/2 hours. NOTE: the vice must be declared before they indulge, they MUST indulge for at least an hour, and cannot be the same thing twice in a row.
Mongrel - when casting Nekomancy spells, the Nekomancer now gains +ECL to AC, +ECL to spell damage (if damaging effects are a part of the spell), Concentration, Spellcraft Total and Jump Total. This effect lasts until the end of the round.