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View Full Version : D&D 3.x Other The Nine-Tailed Path [3.5 Kitsune race/prestige classes/feats/spells, WIP!]



Amoren
2015-05-08, 12:03 PM
Table of Contents
Post 1: Introduction
Post 2: Red fox and Fox Blooded Template
Post 3: Kitsune
Post 4: Prestige Classes
Post 5: Feats, Spells, and Items.
Post 6: Misc

Amoren
2015-05-08, 12:06 PM
Red Fox (Animal)

Small Animal
Hit Dice: 1d8 (4 HP)
Initiative: +3
Speed: 40ft (8 squares)
Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12.
Base Attack/Grapple: +0/-6
Attack: Bite +4 melee (1d4-2)
Space/Reach: 5ft./5 ft.
Special Qualities: Low-light vision, scent.
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 7, Dex 17, Con 11, Int 2, Wis 13, Cha 6
Skills: Hide +11*, Jump +15, Listen +11, Move Silently +7, Spot +7, and Survival +1.
Feats: Alertness, Run (B), Track (B), Weapon Finesse (B)
Environment: Temperate forests and plains. Red foxes are also frequently spotted in human villages and cities.
Organization: Solitary, pair, or family (2d4 adult foxes, with a possible 1d4+1 baby or juveniles.)
Challenge Rating: ¼
Advancement: Special (See Kitsune Race)
Level Adjustment: -

The red fox is a widespread, omnivorous species that can consume a variety of food, from insects, small mammals and reptiles, nuts and berries, and even the occasional bird or egg that it manages to find, as well as the leftover remains of kills from larger predators. Frequently shy, a few daring vulpines manage to raid human farms and settlements for food, and many foxes have adapted to life within the largest human cities quite well, growing larger and stronger than their wild cousins. While hunted for their valuable pelts and frequently killed or driven off of farms for potential harm they could cause to small farm animals like chickens, some cultures venerate and welcome their presence, as a fox consumes small rodents that feed on crops like grain (Profession (Agriculture/Farming) checks for crop yields receive a +2 bonus if a fox’s hunting territory includes the crop land). Although larger than most other familiars, they are a favorite familiar for spellcasters (A fox familiar grants its master a +3 on Listen checks).

Combat
Foxes avoid combat with any creature as large or larger than themselves, or any creature that would be too dangerous to hunt, although they sometimes are known to harass larger but slower creatures to drive them away from food. Their favorite tactic is to approach a target from hiding and then pounce upon it to deliver a killing bite with its jaws. During winter seasons, they can use their keen hearing to find small mammals moving underneath snow and jump through the layers of snow to find their prey. Foxes also frequently take the time to hide their trail whenever they move or hunt, adding a +5 to the difficulty to track their trail (see the Track feat).

Scent (Ex): A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. if it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the range noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within five feet of the scent’s source, the creature can pinpoint that source.

Skills: Red Foxes have a +4 racial bonus on Hide, Move Silently, and Spot checks, and a +8 racial bonus on Jump and Listen checks. They use their Dexterity modifier instead of their Strength modifier for jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus raises to +8. A fox also has a +4 bonus to survival checks to track by scent.

Note: In my opinion, the Arctic Fox should also receive the track feat as a bonus feat as well, and also receive the same skill bonuses as a red fox (changing the extra bonus to hide in undergrowth to a bonus in ice, tundra, or snow). Vulpines have excellent sense of hearing and a fantastic pouncing distance for their size.




Fox Blooded (Template)

There have long been tales of kitsune taking human lovers, frequently beautiful and charming woman who come to the village and fall in love with a loving man. While this is not always the case, relations between kitsune and humanoids do happen, however infrequently, and inevitably some of these relationships, whether brief or long lasting, can lead to the conception of a child. Such children take after their humanoid parent, regardless of if the kitsune was the mother or not, unlike most over fey. Because of this, children born between a kitsune and a humanoid are given the Fox Blooded template, rather than the Half-Fey Template.

While a Fox Child is pretty much considered a member of its humanoid race (and frequently raised by the humanoid parent, as usually the vulpine parent is chased off sooner or later, if not by their partner then by whatever community they lived in), there are traces of their kitsune lineage. Fox Children tend to be quick of wit or charm, and much like their mystical parent, have a natural gift with illusion or enchantment magic. Some cultures embrace and welcome Fox Children as esteemed members of their society, or as being blessed. Others may vilify and try to drive off any such children resulting from a kitsune's eloping.


Creating A Fox Blooded Creature

"Fox Blooded" (also called "Fox Child(ren)" is an inherited template that can be added to any humanoid creature (referred to hereafter as the base creature). Most tend to be humans, elves, or half-elves, but any humanoid race capable of reproducing is capable of creating a Fox Blooded creature.

A Fox Child uses all of the base creature's statistics and special abilities, except as noted here.

Special Qualities: A Fox Child has all the special qualities of the base creature, plus the following.

Fox Blood: A Fox Child counts as both a member of its original species and type, as well as a kitsune and fey, for any feats, abilities, spells, or magical items that depend on it.

Fox Magic Talent: Choose either Illusion or Enchantment. For whichever school of magic chosen, a Fox Blooded creature gains a +1 racial bonus to the saving throw against spells from that school, and spells of that school cast by the Fox Blooded creature increase their Difficulty Class by +1.

Lengthen Lifespan: A Fox Blooded creature adds its highest mental attribute (Intelligence, Wisdom, or Charisma) to its maximum life span before dying of old age.

Abilities: A Fox Child gains a +2 bonus to their choice of mental attribute (Intelligence, Wisdom, or Charisma)

Skills: A Fox Blooded creature gains a +2 racial bonus on Bluff, Listen, and Sense Motive checks.

Favored Class: Same as base creature, plus Beguiler (PHB 2).

Challenge Rating: Same as base creature +1.

Level Adjustment: Same as base creature +1.

Amoren
2015-05-08, 12:07 PM
One Tail Kitsune


Type: Fey (Kitsune, Shapeshifter)
Racial Hit Dice: Kitsune have two levels in fey, which provide 2d6 hit points, a Base Attack Bonus of +1, and a base saving throws of Fort +0, Ref +3, Will +3, and Skill Points equal to 6 + Intelligence Modifier per level (quadruple skill points at first level as normal). A kitsune’s class skills for its racial hit dice are; Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Any, taken individually) (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Any, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
-4 Strength, +6 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma. Kitsune are physically foxes, and thus possess keen reflexes but a physically dimunitive body. Their long life, experience, and vulpine nature provide them with stronger mental faculties.
Small: As a Small creature, a kitsune gains a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium creature.
A Kitsune’s base land speed is 40ft.
Low-light vision: A kitsune can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Scent: A kitsune can detect creatures by sense of smell, generally within 30 feet. If a creature is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the range noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these range. A kitsune detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.
Quadruped: A kitsune lacks hands, and thus is unable to wield items such as weapons, shields, focus components in their hands (or paws, as the case may be). They can, however, hold and wield light weapons and small items, such as a dagger, wand, or rod in their jaws just as well as a humanoid could wield these items in their hand. In addition, they receive a +4 bonus against trip attempts due to having more than two legs (see the trip combat maneuver). Kitsune substitute hand motions with movements of their tail(s), allowing them to use spells with somatic components even though they lack hands.
+2 Racial bonus on saving throws versus illusions and enchantment spells.
Add +1 to the Difficulty Class for all saving throws against illusion spells and enchantment spells cast by a kitsune. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
Feats: A Kitsune gains Weapon Finesse, Run, and Track as bonus feats.
Skills: Kitsune have a +2 racial bonus on bluff and sense motive, +4 racial bonus on Hide, Move Silently, and Spot checks, and a +8 racial bonus on Jump and Listen checks. They use their Dexterity modifier instead of their Strength modifier for Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus raises to +8. A fox also has a +4 bonus to survival checks to track by scent. In addition, Concentration, Listen, and Spot are always class skills for a kitsune.
+1 Natural Armor
Special Qualities: Alternate Form, Enlightened, Pierce Illusion
Spells: A Kitsune character casts spells as a 2nd-level Beguiler (PHB2). If the character takes additional levels of Beguiler, these levels stack with the Kitsune’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level.
Automatic Languages: Fox-Speak, Slyvan. A kitsune can select any language as a bonus language (except for secret languages like Druidic).
Favored Class: Beguiler
Level Adjustment: +3

Alternate Form (Su)
A kitsune can assume the form of small or medium humanoid at-will as a full round action, and may stay in the form that she chooses for as long as she may wish. She may assume the form of another small or medium humanoid, even while disguised as another, as a full round action, or she may dismiss the effect and resume her true, vulpine form as a free action on her turn (or if her concentration is distracted, see below). A kitsune may attempt to assume the form of a particular small or medium humanoid with this ability (gaining a +10 bonus on her disguise check to do so with this ability). The kitsune uses the following rules while assuming a different form;
Quadruped: A kitsune that assumes a humanoid form loses her quadruped ability while in humanoid guise. She does, however, gain the use of hands and thumbs as any other humanoid.
Abilities: In humanoid guide, a kitsune gains a +4 bonus on strength but takes a -4 penalty to dexterity (overall, her physical ability modifiers become +2 Dexterity. Even in humanoid forms, kitsune are still agile creatures on two legs).
Skill Bonuses: A disguised kitsune loses her racial bonus on hide and move silently checks, as well as jump checks, and cannot use her racial ability to use her dexterity modifier on jump checks rather than her strength bonus. She does retain her racial bonus to bluff, sense motive, and listen checks, however.
Feats: A kitsune loses her Run and Weapon Finesse bonus feats while not in her natural fox form. To gain the benefits of these feats in any humanoid form she chooses, she must take them as feats as normal.
Movement: A kitsune assumes the land speed of the humanoid that she is transforming into. If the humanoid she is transforming into possesses a swim, fly, climb, or burrow speed due to its physiological form, the kitsune gains the benefit of that movement speed while within that form.
Natural Weapons: A kitsune loses her bite natural weapon while in humanoid form, but gains the natural weapons (if any) possessed by the form she assumes.
Special Attacks/Qualities: A kitsune does not gain any of the exceptional or supernatural attacks or special qualities of her assumed form.
Senses: A kitsune retains her low-light vision and scent special abilities. She does not gain the senses (exceptional or otherwise) of the form she assumes with this ability.
Items: Non-magical items retain their normal size and shape when a kitsune transforms, usually falling in the square or surrounding the fox. Magical weapons or armor, unless they possess a special ability to transform to the kitsune, likewise will fall within the fox’s square after transforming as they do not transform with her. Other magical items will resize and reform themselves to be useful to her, no matter what form she’s in, as normal.
Special: A kitsune requires concentration to assume and retain a humanoid form, and while exceptional practice allows her to do so with relatively little effect (a kitsune does not have to use a move action to concentrate on her Alternate Form ability, for example), surprise or unexpected pain may cause her to revert partially or fully into her natural form. The kitsune makes a concentration check in such circumstances to retain her form with a DC between 10 (for mild surprise, such as someone jumping out at the fox) to 20 (major surprise, such as being ambushed with an attack that dealt damage, extreme and unexpected pain, etc). If the kitsune fails the check by less than five, she retains a humanoid form, but gains aspects of her natural form (fur, a vulpine head, her tails, etc), but remains bipedal and with the use of her hands and equipment. Failing the concentration check by five or more, she reverts to her true form immediately.

Enlightened (Ex)
A kitsune is a spiritual, or rather, enlightened creature, and because of that its physical body is more of a reflection of an undying spirit than it is a body. Because of this, a Kitsune is immune to any and all effects that alter their age, physical or mental. Furthermore, if the Kitsune is targeted by the Reincarnation spell, or any other spell with a Reincarnation-like effect, they do not randomly return as another species, nor do they come back at a younger (or older) age. They instead return to life exactly as they were previously.

Pierce Illusion (Ex)
Kitsune toy with illusions for decades before they are considered ‘adults’, and frequently play tricks upon each other with their developing powers of illusion. This familiarity, combined with their keen senses and insight into the natural order, give kitsune a remarkable ability to detect magical falsehoods. Whenever the kitsune sees, hears, or otherwise senses the effect of an illusion spell, she is entitled to an immediate Will save to disbelieve the illusion. The kitsune need not interact with or touch the illusion to do so (if, however, a kitsune fails to save against the illusion with his Pierce Illusion ability, she may receive another saving throw upon interacting with it).

Amoren
2015-05-08, 12:08 PM
Reality Weaver

"Perception, my dear. It is what defines the reality we live in, what glimmer of the truth our senses and mind tell us is true becomes our reality. By adjusting someone else's perception of the truth, I simultaneously change his reality..."

-A common introduction to their abilities by a Reality Weaver

The true nature of the world, of the universe and everything else we might sense and think, has been a question that has been debated by philosophers of all races from as early as the conception of such ideas. What is true, and what is merely falsehoods, either deliberate or misleading of a flawed perception or understanding. Some even went so far as to state that the only truth that can be certain of is that I exist, I think therefor I am. Everything else is conjecture, beliefs and understandings that cannot be reliably proven. The Kitsune Reality Weaver gives those philosophers a quite humbling demonstration in details. While some illusionists can pull upon the energy and material of the plane of shadows to give 'reality' to their spells, a Reality Weaver simply understands that reality itself is a flexible tapestry, molded by ones understanding of it. The trick, then, is to shape those perceptions of others. Do so, and not only do you cast a simple illusion, you change the very world they live in.





2. Kitsune Enchanter
3. Kitsune Shapeshifter
4. Kitsune Druid
5. Kitsune Priest
6. Kitsune Monk
7. Kitsune Thief
8. Kitsune Warrior

Amoren
2015-05-08, 12:09 PM
Kitsune Feats




Kitsune Items




Kitsune Spells

Kitsune love magic of all forms, and they especially love their own illusion casting abilities. Because of this, they have developed a myriad of new spells of their own creation. These spells, collectively known as Fox Magic, are unique to the foxes, and whether out of a closely guarded desire to keep their unique toys to themselves, or genuinely being unable to teach others these spells because they rely upon some intrinsic property of their vulpine spellcasters, matters little in the end. Any spell listed as belonging to Fox Magic can be cast by a kitsune that can cast the appropriate level of spell as needed. It does not matter what method of spellcasting the fox has, but he must follow all rules for spellcasting that class uses, except the knowledge of the spell is intrinsic, and thus does not need to be scribed or written down for classes that cast like wizards or archivists (for example, a kitsune casting a Fox Magic spell as a wizard would have to prepare the spell as normal, although he would 'Know' the spell, rather than having to study his spellbook for it. A sorceror or beguiler would add any Fox Magic spell to their list of spells known. Both would suffer from an armor's arcane spell failure chance, where as a Cleric kitsune would not.)

Other spells presented, while not unique to the foxes themselves, are favorites of the enigmatic foxes, and are so wide spread among them that if they did not invent them themselves, they've adopted it onto their own.

Glamoured Coin
Illusion (Figment)
Level: Brd 1, Sor/Wiz 1, Beguiler 1.
Components: S, F, M
Casting Time: 1 standard action.
Range: Touch
Effect: Makes one leaf, pebble, or other focus per caster level appear to be a gold coin.
Duration: One hour per caster level.
Saving Throw: Will disbelief (if interacted with).
Spell Resistance: No.

This spell causes a small number of fresh leaves, small pebbles, or other such small, natural items to appear as gold coins for a few hours. The caster may beguile a number of such items equal to his caster level each time he casts the spell. This spell fools all senses of those that fail their will save (the coin will look, feel, and taste like a gold coin as imagined by the person handling it). Those handling glamoured coins only get the saving throw once, regardless of how many coins there are together (even if multiple coins from multiple uses of the spell are put together. If two different spellcasters with different DCs pile their Glamoured Coins together, use the lower DC for anyone handling them).

Focus/Material Component
The fresh leaves, small pebbles, or other small natural material glamoured by the spell.

Amoren
2015-05-08, 12:11 PM
Aaaaaand just to be safe, one more for misc!

AuraTwilight
2015-05-08, 05:43 PM
Looks pretty cool! But I think the one-tailed kitsune might be a little high. You can probably ditch the Level Adjustment without disrupting balance, because for ECL 5, what you get just isn't worth it.

Amoren
2015-05-13, 06:16 AM
Hmm, you might be right about the level adjustment. I went with the assumption of a +3 for the moment, because most things that grant racial spellcasting usually have a break down of HD = spellcasting, with an equivalent level of level adjustment. This would mean that the one-tail should be a 2HD/2LA creature... But I thought the additional bonuses might factor in to give it a third.

I'll wait to change that until I do the prestige classes however. But thanks for your input!

AuraTwilight
2015-05-13, 03:59 PM
Hmm, you might be right about the level adjustment. I went with the assumption of a +3 for the moment, because most things that grant racial spellcasting usually have a break down of HD = spellcasting, with an equivalent level of level adjustment.

Right, and I'm saying you can basically ditch the Level Adjustment, because WOTC was notorious for ballooning it way too high or slapping it on things that didn't need it; official examples aren't very good balance points.

Network
2015-05-13, 05:17 PM
Hey, I read through most of the thread and thought I should write a review of it. Hope you like my comments.

Overall, this looks like a really balanced and well-plannified project. In a setting inspired by japanese culture, this could be a great addition. Now to the specifics.

Red Foxes are nice, but I wonder if their CR shouldn't be 1/3. I mean, they have less hp and deal less damage than dogs, but their skill modifiers makes them stealthy enough to catch a 1st-level party by surprise. In a fight, I'd expect them to retreat into hiding and take their opponents flat-footed once or twice in the whole fight, which is not a tactic that work for dogs. Your bet on whether an Int 2 creature can take avantage of such tactic.

Fox-blooded certainly is a nice option and a LA of +1 seems appropriate. However, I think the CR needs tweaking. Non-casters benefit little from the template (+2 to an ability they aren't going to use and +2 to skills that barely make the character better at feinting), so unless the Kitsune feats make up for it, I suggest you change to CR to +0 for non-casters and +1 for casters. Also, if you are going to make kitsune a subtype, you may as well give it to fox-blooded creatures.

I checked for you whether a LA of +3 really was too high for the one-tailed fox. Given that the small size and Strength modifier of the race are offset by the alternate form special quality, they shouldn't reduce the LA. The +2 to four out of six abilities is definitely worth a +1 LA on its own, and so are the three bonus feats. Its other racial traits (alternate form, pierce illusion, scent, and moderate to high skill bonuses) make up for the last point of LA, and so LA +3 seems quite appropriate. It's 2nd-level spellcasting is relevant, but the 2 racial HD compensate for it. If anything, I'd possibly up the spellcasting to 3rd level (which, for ECL 5, isn't bad, especially if LA buyoff is allowed), but I would keep the LA as it is.

I don't think Glamoured coin is unbalanced, but I am wary of anything that adds free spells on the beguiler list. I haven't checked, but I think they know all the spells on their list like dread necromancers and warmages, don't they? If that is the case, adding spells to their list (unless you put special restrictions, such as a Fox magic descriptor or similar) may end up unbalancing the game (in the hypothetical case that the spell and other homebrews that add to the beguiler list are used as written).