Dungeons/Cave Cats
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Cave Cats
Overall design: Cave cats were just too cool to be only a race. I’ve decided to implement cave cats in 3 parts.
- Cave Cat Race template. This can be applied to any character as their race. It’s not all that powerful as races go, and doesn’t show off the coolness very much.
- Cave Cat monster class. This is a class that unlocks all the cave cat features.
- Cave Cat template builds. These are some pre-rolled cave cats for use as monster NPCs.
In addition, I’m considering creating some feats that are applicable only to cave cats, if there is a desire for them.
Cave Cat Race:
Cave cats are fierce hunters, known for their pride and daring. They frequent the Sunset Planes in the central parts of the lands of darkness, but individual heroic cave cats have travelled nearly everywhere in the known world. Due to their inability to speak any of the common languages of the world, cave cats are considered mysterious by some, and less intelligent by others.
Personality: Cave cats’ personalities are similar to those of cats the world over. They are quiet, proud, and tenacious at their best. At their worst, they’ve been known to be lazy or violent simply for the pleasure of killing. Cave cats have little use for the material objects of the world, but have a love of stories and songs. Most cave cats are suspicious of strangers due to a history of mistreatment and misunderstanding by other races, but once gained, their loyalty is unshakable. In battle cave cats are not especially heroic, but their high opinion of their own fighting prowess is often mistaken by outsiders for courage. As a final note, the sheer stubbornness of a cave cat is a force to be reckoned with.
Physical Description: Male and female cave cats are approximately equal sized, ranging from 100 to 180 pounds, stand two and a half feet at the shoulder, and are four and a half feet long not counting an additional two and a half feet of tail. Their proportions resemble those of a snow leopard, with a shorter tail and smaller paws (due to not requiring adaptations for a cold environment.
Cave cats have a thick, coarse outer coat of fur with another undercoat of much softer fur. The relative length of this fur varies considerably by latitude and season. Cave cat fur is normally pleasing to look upon. Regular grooming can make it very soft to the touch as well, and occasionally cave cats have been hunted for their fur. (This is currently looked upon as a barbaric practice along the lines of taking a scalp.) Unusually powerful cave cats have been known to turn blows with their dense fur coat, but PC cave cats who don’t take class levels in Cave Cat don’t have that ability.
Cave Cats typically move about on all fours, which makes them able to handle height obstacles like a Halfling, but they are still considered medium creatures due to length and weight.
Cave cats mature quickly, reaching full size at only two and a half years. However, it takes another 8 years for their bodies to fill out and reach full strength, and another 5 on top of that to really learn their stuff. Low level cave cats are frequently represented as these child or youth cave cats. Cave cats are considered old at 60 years, and live to be about 100, but their harsh lifestyle means that few live to reach old age. Exceptional cave cats have reached 120.
Relations:
Cave cats are an insular people. They trust almost entirely themselves. Of all other races they trust most the Halfling folk, due to their small size presenting little intimation of threat. Cave Cats have a grudging respect for almost all tool-using races, bordering on jealousy at times. Cave Cat royalty possess opposable double-pawed thumbs (note: Cave Cat royalty are not playable as a race for balance reasons), which can allow a sufficient heroic humanoid to become a surrogate leader to a cave cat.
Alignment:
Most cave cats are arrogant, abiding only their own people’s laws. This creates a tendency towards chaotic alignment in any campaign setting that doesn’t revolve around the cave cats’ own homeland and policies. Many cave cats pride themselves on staying out of human affairs, creating a tendency towards neutrality, but strongly good or evil cave cats are well known throughout history.
Cave Cat Lands:
The cave cats occupy a large grassy plains area with small forests known as the Sunset Plains. They move in prides, gathering in large numbers only for events of great social or religious importance, or to go to war. Due to the need to follow the movements of prey, cave cat territory is spread out and not stable.
Religion:
Cave cats primarily worship Darkness, specifically in the form of concealing shadows, since they are primarily ambush hunters. Some cave cats worship specific constellations, or their own ancestors. A few heretics worship the moon, but the majority consider this to be a sign of evil, madness, corruption, or all three.
Language:
Cave cats speak Cattin, their own racial language. They are unable to speak other languages due to improperly formed vocal chords, but they can understand, read, and write those languages with no more difficulty than humanoids.
Names:
Cave cat names are often hard to pronounce in other languages, and they sometimes prefer to be known by nicknames relating to their deeds or origins. Among themselves, cave cats have a shorter personal name and a longer ancestral name which may spread back as far as six generations, depending on the notability of their ancestry. Important cave cats will take prefixes or suffixes to their names to increase their prestige.
Adventurers:
Cave cats leave the sunset plains for a variety of reasons, but many of them look forward to retiring there with yearning. They may seek experience in foreign lands, stories or art objects from foreign peoples, greater hunting challenges, want to ensure the security of their people, or for prestige. Cave Cats rarely adventure for the sake of acquiring treasure, but dislike being cheated out of their fair share due to pride.
Classes:
Cave cats as PCs primarily use the Cave Cat class. Other common variants include the monk, which would be a more mystically minded Cave Cat, or the barbarian. Cave cats avoid the more formal training of fighters due to their inabilities with weapons or armor. Religious Cave Cats are frequently druids or rangers (never the bow variant). Cave Cats do make good rogues due to their natural stealthiness. In the ranks of spell casting, Cave Cats prefer sorcerer or warlock, as they do have some innate magical ability, and do not abide well with the formality and book-learning a wizard requires. Cave Cats’ vocal limitations make becoming a bard practically impossible. (One could only be a bard in an exclusively cave cat party.)
Racial Traits:
- +1 strength, +1 dexterity, +1 constitution. Cave cats, like most felines, are stronger, faster, and tougher than humans.
- -2 intelligence, -2 charisma. Cave cats aren’t clever with tools or words, and most other races find them very difficult to understand.
- Low light vision.
- Base land speed of 40.
- Lethal natural weapon. Cave cats’ claws always deal lethal damage. (1d4) If a cave cat chooses to deal non-lethal damage, it must use a paw-slap, which deals only 1d3. Cave cats are considered armed unless their claws are clipped off. Disarm checks against a cave cat automatically fail.
- Able Grappler: Cave Cats gain a +2 racial stability bonus to resist being tripped, and a +2 racial bonus to grappling.
- Able climber: Regardless of class, climb is a class skill for a Cave Cat.
- Favored Class: Cave Cat is a cave cat’s favored class. Cave cats are not known for their versatility.
- Night stalker: Cave cats are naturally stealthy, gaining a +2 racial bonus to hide checks at night, or in their home terrain on the Sunset plains.
- Always Lands on its Feet: If a cave cat is not denied its dexterity bonus, it gains a +4 bonus to reflex saves against damage from falling. This does not prevent the cat from falling, only from taking the damage. If there is no save to prevent falling, (for example, if it is on a flying mount and the mount is destroyed) it still only takes half the normal fall damage.
- Scary kitty: Cave cats gain a +1 bonus to intimidate to make up for their charisma penalty. Because big kitties are scary.
- Understandable to their own: Cave cats gain a +2 charisma bonus to bluff, diplomacy, and other charisma-related social skills when targeting other cave cats.
- Armor Inability: Cave cats cannot wear armor by default, even if that ability is granted by the Cave Cat’s class. Cave cats may wear light armor (only) if they take the armor proficiency feat. Armor built for cave cats must be specially constructed for their unique physiology, at 2x the cost (always masterwork or better). The maximum dexterity allowed for cave cat armor is halved, as even perfect cave cat armor is still more restrictive than they would prefer.
- Speech Inability: See Languages. In practical terms, this makes any spell that requires giving a speech un-usable on creatures other than cave cats. Cave cats cannot benefit from spells such as Tongues, but they can speak other languages using an illusion spell, the person being talked to using a speak to animals spell, or the Cave Cat equivalent of Speak to Animals, the “speak to bipeds” spell.
- Weapon Inability: Cave cats cannot use weapons or tools that require the use of the hands. They don’t have hands. In battle cave cats use their claws, which deal slashing damage.
- Item Slots: Cave cats wear items using different slots than humanoids, and less of them. Cave cats have two bracelet slots above the paws, and two more above the hind paws. Treat the front ones as ring or glove slots, and hind ones as a legging or boot slot. They may wear a pair of bracers on the forelegs and another pair on the hind legs. They may wear a choker and an amulet, but do not wear cloaks or headbands. If a cave cat permits itself to be ridden (HA!) it could conceivably carry a magical saddle. If a magic item does not specifically list an ability to resize or reconfigure itself, then it probably can’t be worn by cave cat, with the exception of amulets. Cave cats who take the armor proficiency feat may wear magical armor.
Cave Cat Class:
The proud an ancient Cave Cat people are well known for abilities that many adventurers dream of having. Those who venture forth from their ancestral lands are among the most powerful of that race, outside of course of their feared tribal leaders and royalty. Cave cats are tough opponents in the thick of combat, moderately stealthy, and have a variety of defensive advantages. The limits of their natural weapons prevent them from becoming the offensive threat that many fighters and barbarians become, but they are quite versatile and durable.
Adventures:
Cave cats often take the roll of scouts or bonded companions to a single person to whom they owe personal loyalty. Sometimes a cave cat has a secret quest that has carried them out of their homelands into the wider world.
Characteristics:
Cave cats use only their natural weapons, claws and teeth, in battle, limiting their offensive potential. However, their natural armor and fast speed made them able to close to melee combat with most enemies very quickly and keep them from harming other party members. An experienced cave cat gains the ability to call on the supernatural powers of his race to wither enemies with his gaze and foil enemy spells.
Alignment:
See cave cat race.
Religion:
See cave cat race.
Background:
Cave cats gain their first level just by bein’ born that way. Cave Cat is a natural candidate for a campaign that doesn’t start at level 1, as monster manual entry cave cats are never level 1.
Races:
Only a Cave Cat may take this class. This class is the favored class of cave cats.
Other Classes:
Cave cats may multiclass freely within their racial restrictions. Rangers get along well with cave cats for their mutual tie to nature.
Role:
Cave cats belong in the front lines, making battles complicated for their enemies with their high mobility and strong defenses. However they aren’t quite as tough or offensively capable as fighters or barbarians, so retreat is important for them at the appropriate time. Cave cats’ natural hunting style is from ambush, and they have the stealth to support this style.
Game Rule Information:
Abilities:
Strength grants the cave cat the ability to get through enemy armor and deal damage. Dexterity augments the cave cat’s natural armor with dodge bonuses. Constitution helps make up for the cave cat’s smaller hit die size. Intelligence gets skill points, wisdom boosts the cave cat’s spell resistance and charisma, representing the cave cat’s force of personality, powers the cave cat’s heat vision. At low levels, physical abilities are most important. At higher levels, a balanced build is best.
- Alignment: Any.
- Hit Die: D8.
- Class Skills: A cave cat’s class skills are: Balance, Climb, Escape Artist, Hide, Intimidate, Jump, *Knowledge(nature), listen, move silently, spot, survival, and tumble.
- Skill Points at 1st Level: (4 + int mod.) x 4
- Skill Points at Each Additional Level: (4 + int mod.)
- Attack Bonus: ¾ (As Rogue).
- Good Saves: Ref.
Class Features:
Weapon and Armor Proficiencies: Cave cats gain no weapon or armor proficiencies.
Natural Armor: Cave cats’ thick coat and tough skin act as a layer of natural armor against the world. As cave cats increase in level, this layer increases in thickness, eventually reaching a +5 natural armor bonus.
Bite Attack: Cave cats gain a bite attack as a secondary attack to their first claw attack, at -5 attack bonus. It deals 1d6 of piercing damage OR 1d4 of crushing damage depending on the part of the mouth used. The multi-attack feat can reduce this penalty to -2. A cave cat with sufficient attack bonus may instead choose to make a series of slashing attacks with a single paw, using the manufactured weapon attack rules.
Ability Increases: Cave cats are strong, tough, and quick, like all felines.
Throw Claws: Cave cat claws are detachable. The tendons holding the claws in place are extremely strong, allowing the cat to fling the claws at extreme speed. However due to their low density, the range and penetrating power are low. A cave cat may throw up to five claws at once (i.e. one paw) as a standard attack. The range increment is 15 feet, maximum range 60 feet. Each claw does 1d2 damage. If 4 claws have been thrown from a given paw, that paw can only deal half damage. If all claws have been thrown, that paw is only able to deal non-lethal paw slap damage. Claws re-grow over the course of a month. Claw throwing is affected by point blank shot and related feats on a per-claw basis.
Pounce: When a cave cat gains the pounce ability, it may make a full attack (initially, 1 claw and 1 bite) at the end of a charge, rather than just a standard attack.
Dual Claws: A cave cat may bring its other paw in for another 1d4 of slashing damage once it has reached a certain level. This is a second primary natural attack at full attack bonus.
All-Weather Coat: You gain the ability to withstand hostile temperature conditions similar to the Endure Elements spell while you have your fur.
Improved Grab: A cave cat of level ___ gains the Improved Grab feat as an extraordinary ability.
Improved throw claws: At level ___ the growing time of a cave cat’s claws decreases to two weeks, and the damage goes up to 1d3 per claw.
Spell Resistance: Cave cats are naturally resistant to magic, opposing it with their own internal magical power. The first entry is listed as 0 because a cave cat gains its wisdom as a bonus to its spell resistance. This spell resistance does not stack with monk spell resistance.
Heat Vision: Anyone on the wrong end of an angry cat will recall the power of its angry glare. High level cave cats can inflict fire damage as a gaze attack several times per day, the damage and frequency of this ability increasing with level. The scale for the heat vision ability takes into account level modified by charisma.
Cave Cat Bonus Feats: These are feats specific to cave cats that may be selected at levels 1, 6, 11, 16, and 19. These feats may be selected from the Cave Cat Bonus Feats list.
Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special |
---|---|---|---|---|---|
1 | +0 | +0 | +2 | +2 | Racial Benefits and drawbacks. Cave cat bonus feat. |
2 | +1 | +0 | +3 | +3 | Track, scent. |
3 | +2 | +1 | +3 | +3 | Evasion. |
4 | +3 | +1 | +4 | +4 | +1 natural armor |
5 | +3 | +1 | +4 | +4 | +1 str bonus. Bite attack. |
6 | +4 | +2 | +5 | +5 | +1 con bonus. Cave cat bonus feat. |
7 | +5 | +2 | +5 | +5 | +1 dex bonus. Throw claws. |
8 | +6/+1 | +2 | +6 | +6 | +2 natural armor. Pounce attack. |
9 | +6/+1 | +3 | +6 | +6 | All-weather coat. Land speed improved to 50ft. |
10 | +7/+2 | +3 | +7 | +7 | Spell resistance 0. (+2 per level) |
11 | +8/+3 | +3 | +7 | +7 | Heat Vision ability (-3 modifier, +1 per level.) Cave cat bonus feat. |
12 | +9/+4 | +4 | +8 | +8 | +3 natural armor |
13 | +9/+4 | +4 | +8 | +8 Second Claw attack. | |
14 | +10/+5 | +4 | +9 | +9 | +1 str bonus |
15 | +11/+6/+1 | +5 | +9 | +9 | +1 con bonus. Claws d6 damage. |
16 | +12/+7/+2 | +5 | +10 | +10 | +4 natural armor. Improved throw claws. Cave cat bonus feat. |
17 | +12/+7/+2 | +5 | +10 | +10 | +1 dex bonus. Camouflauge. |
18 | +13/+8/+3 | +6 | +11 | +11 | +1 wis OR cha bonus (player chooses). |
19 | +14/+9/+4 | +6 | +11 | +11 | Hide in plain sight. Cave cat bonus feat. |
20 | +15/+10/+5 | +6 | +12 | +12 | +5 natural armor. Claws d8 damage. |
Heat Vision: Heat vision is a scaling ability of high level cave cats. To activate it, a cave cat takes a full-round action (or more) intensely staring at the target. If the target meets the cave cat’s gaze and stares back, it loses its dexterity bonus to its touch AC. A cave cat’s stare provokes attacks of opportunity. The level of the heat vision ability is determined by (Character level – 14) + charisma bonus. Most cave cats use this ability for utility purposes. Targets of a heat vision attack are aware that the gaze is hostile and possibly damaging, and may react to it as they see fit.
Heat vision is a supernatural ability and is affected by spell resistance. The concentration DC to not be interrupted is 10 + damage incurred – heat vision level/2, if you are attacked while taking this action.
Heat Vision Level | Times/Day | Effects |
---|---|---|
1 | 1 | After 1 minute of continous staring, flammable materials burst into flame. (Reflex save 10+heat vision level to prevent) |
2 | 1 | After 30 seconds, flammable materials burst into flame. (Reflex save 10+heat vision level to prevent) |
3 | 2 | After full round action, flammable materials burst into flame. (Reflex save 10+heat vision level to prevent) |
4 | 2 | 1d2 fire damage. May deal 1 damage to an unstable person on the ground to stabilize them (by cauterizing wounds) if they are at higher than -9 hp. OR the level 3 effect. This alternate use may be employed at any heat vision level over 3. |
5 | 3 | 1d4 fire damage OR the level 3 effect. |
6 | 3 | 1d6 fire damage OR the level 3 effect. |
7 | 4 | 2d4 fire damage, AND the level 3 effect. |
8 | 4 | 2d4 damage. Hold for two rounds: May use for two rounds consecutively on one target without expending an extra use. |
9 | 4 | 2d6 damage. Hold for two rounds. May target a metal object to reproduce effects of Heat Metal spell, save DC (10+heat vision level) |
10 | 5 | 2d8 fire damage. Hold for two rounds. This attack is intense enough that it makes a visible red line from the eyes. |
11 | 5 | 3d6 fire damage. Hold for two rounds. Damaged target must make a will save (DC 10 + heat vision level) or become shaken. Red line. |
12 | 5 | 3d8. Same features as above. |
13 | 5 | 4d6. Same features as above. |
14 | 6 | 5d6. Same features as above. If first target falls from the attack, deal half damage to the target behind. Only first target would become shaken. |
Consider: Special cave cat feat ideas, with bonus feat slots to create development options?
Cave Cat Bonus Feats: (some of these are monster manual feats) Cave cats can take these feats. They’re fun!
-Improved Heat Vision. Your heat vision score is improved by two ranks. You may only take this feat once.
-Extra heat vision. Provides one extra use of heat vision.
-Improved Natural Weapon. Increase your claws or teeth by one step. You may take this ability once for claws and once for teeth. Stacks with the improvement that happens due to level.
-Multi-attack. Decreases the attack penalty on the teeth by 3.
-Improved Claw throwing. Doubles the rate at which your claws re-grow, and improves your thrown claw damage by one step.
-Surprise pounce. Requires pounce. When making a pounce attack, enemies who did not see your place of ambush cannot make attacks of opportunity as you go by/over them.
-Improved spell resistance. +2 SR.
-Improved natural armor. +1 nat. armor (stacks)
-Prehensile Tail. The cave cat gains the ability to hold an object weighing less than ten pounds in a curl of its tail. Unusually slippery or smooth items (like a crystal ball) might not be able to be picked up this way. A cave cat cannot make attacks with tail-held items.
-Crippling Claw. A cave cat with this feat can fire a claw to do no damage, with a to-hit penalty of -4. If successful, the target is crippled and moves at half speed until it or an ally takes a full-round action to splint the injury.
-Cheetah sprint. Cave cat only, requires run. Once per day (and then an extra time per day for each 5 levels in the Cave Cat class, up to 4 times per day at 20th level) a cave cat may run at 5x its base speed for one round. It has only average maneuverability at this movement rate. A cheetah sprint may only be activated following a round where the cave cat had already moved at least its full movement rate in that direction. If a cave cat activates more than one cheetah sprint in one hour, it becomes fatigued for one hour.
-Cat stalk. A cave cat with this feat negates penalties to hide and move silently while moving at full speed (but not double speed).
-Sneak Pounce. A cave cat with this feat gains +1d6 sneak attack damage to one attack made during a pounce (if criteria for sneak attack are met by the pounce). This damage increases to +2d6 at level 12 and +3d6 at level 18. A cave cat must re-hide before sneak-pouncing again. This damage does not stack with a rogue’s sneak attack ability.
-Pinning Pounce. A cave cat that successfully uses its improved grab ability and has this feat may then immediately make an opposed grapple check to pin the target, rendering it helpless.
-Catfight. A cave cat with this feat may make a full attack against a grappled opponent, albeit with an encumbrance penalty of -4.
-Vicious Grappler. A cave cat with this feat gains a +2 competence bonus to grapple checks.
-Swift Tracker. This feat grants the equivalent of the ranger’s swift tracker extraordinary ability, which negates penalties for tracking at full speed and halves all other speed related penalties.
-Improved Tracking. +4 bonus to wilderness survival checks to track.
-Burning Resistance. Cave cat heat vision being not especially powerful, some cave cats turn their magic to toughen their already considerable spell resistance. With this feat, you may expend one use of heat vision (only if you have one) as a free action during your turn. You spell resistance is increased by your heat vision level for (your heat vision level) minutes or until a spell targets you that is affected by spell resistance, whichever comes first.
-Active Burning. Sometimes a cave cat forgoes its natural ability to resist spells in favor of more active magic use. When you take this feat, permanently sacrifice all spell resistance from cave cat levels. For each 4 spell resistance thus sacrificed, your heat vision level is increased by one.
-Cave cats can take weapon focus in their claws or bite. They have to take weapon focus in both to get bonuses to both.
-Nine lives. A cave cat with this feat doesn’t die until it reaches -20hp. In all other respects, it obeys standard bleeding-out rules.
-Pack hunt. When two cave cats with this feat attack the same target together, the second cave cat to attack that round is considered to be flanking regardless of their relative orientation to each other.
-Spell dodging. Requires spell resistance, cave cat. A cave cat with this ability gains a +2 dodge bonus to reflex saves and armor class against spells and spell-like abilities.
Cave Cat Monster Manual Entries:
Cave cat youth.
A cave cat with not many levels yet.
- Medium Magical Beast (cave cat).
- Hit dice: 2d8 4 (13)
- Initiative: +3
- Speed: 40ft.
- Armor class: 12 (+2 dex)
- Base Attack/Grapple: +1/+5
- Attack: Claw. + 1d4 +2
- Full Attack: Same.
- Special Attacks. –
- Special qualities: Low light vision. Track. Scent. Evasion.
- Saves. 2, 6, 1
- Ability Array: str16,dex17,con15,int8,wis6,cha10
- Skills: Hide 5+3. Move silently 5+3. Climb 5+2.
- Feats: Cat stalk. Catfight.
Cave cat adult.
A cave cat with a few levels but no specialization.
- Medium Magical Beast (cave cat).
- Hit dice: 8d8 + 16 (52)
- Initiative: +3
- Speed: 40ft.
- Armor class: 16 (Natural +3, dex +2, deflection +1)
- Base Attack/Grapple: +6/+11
- Attack: Claw +10 1d6 +3
- Full Attack: Claw +10 1d6 +3. Bite +7 1d6 + 1.
- Special Attacks. Throw claws. 3d2 at +9. Range increment 15 ft.
- Special qualities: Low light vision. Track. Scent. Evasion.
- Saves. 4, 10, 7
- Abilities: str16 dex17 con15 int8 wis12 cha8
- Skills: Hide 10+3. Move silently 10+3. Climb 10+3.
- Feats: Cat stalk. Improved natural weapon (claw). Multiattack. Weapon focus claws. Improved nat. armor
- Treasure: Wearing a bracer of deflection. (Other options: Might use an oil of magic weapon on claws)
Cave cat shaman.
A cave cat with some levels in druid and the leadership feat.
- Medium Magical Beast (cave cat).
- Hit dice: 8d8 + 16 (52) (Cave cat 4, Druid 4)
- Initiative: +3
- Speed: 40ft.
- Armor class: 14 (Natural +2, dex +2)
- Base Attack/Grapple: +6/+8
- Attack: Claw +6 1d6
- Full Attack: Same.
- Special Attacks. Throw claws. 3d2 at +9. Range increment 15 ft.
- Special qualities: Low light vision. Track. Scent. Evasion.
- Saves. 4, 8, 9
- Ability Array: str11,dex14,con14,int8,wis16,cha8
- Skills: Handle animal 10-1. Move silently 10+3. Climb 10+2.
- Feats: Imp. Natural armor. Natural bond. Pack hunt. Wild spell.
- Treasure:
Leopard animal companion with one feat replaced by pack hunt. Level 1 and 2 druid spells.
-Cave cat hunter. A cave cat with feats to help catch much-lower-level-than-it prey. May have rogue levels.
-Cave cat ambusher. A cave cat that hides and leaps out of cover on its attacks.
-Cave cat pack hunter (A, B). Two cave cats who combine status effects to quickly cripple and bring down a single foe.
-Cave cat burner. A high level cave cat that focuses its abilities on improving its heat-vision attack.
-Cave cat spell-turner. A cave cat that focuses its abilities on avoiding being affected by magic.
-Battlecat. A cave cat that wears armor and focuses on larger battles.
-Cave cat monk.
-Cave cat barbarian.
-Majaythinacat the Great. Epic-level cave cat.