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Post by Kitsune on Feb 1, 2015 5:04:45 GMT
The Fox (Animal) The first step in making a kitsune, in my mind, is making a fox. DnD 3.5, as far as I know, has no official stat block for a red fox (except for one stat block written up for an animal companion in Complete Divine, however the statistics for it are largely inconsistent with the Arctic Fox, as the red fox is a larger, stronger animal than the Arctic Fox). They do, however, have stats for an Arctic fox. I've thus fiddled with it to try and make my closest approximation to a red fox!
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) Full Attack: Bite +4 melee (1d4-2) Space/Reach: 5 ft./5 ft. Special Attacks: Vulpine Pounce Special Qualities: Low-light vision, scent. Saves: Fort +2, Ref +5, Will +1 Abilities: Str 7, Dex 17, Con 10, Int 2, Wis 13, Cha 6 Skills: Hide +11*, Jump +15, Listen +11, Move Silently +7, Spot +7, and Survival +1. Feats: Alertness, RunB, TrackB, Weapon FinesseB Environment: Temperate forests and plains. Organization: Solitary, pair, or family (2d4 adult foxes, with a possible 1d4+1 baby or juveniles.) Challenge Rating: 1/4 Advancement: Special (See Kitsune race) Level Adjustment: -
The red fox is a wide spread, omnivore 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 (Farm) checks for crops 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, 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 pin it down and deliver a killing bite with their 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). Vulpine Pounce (Ex): A red fox may make a special leaping pounce. Follow the rules for a charge, except the maximum movement the fox may make during the charge is determined by a jump check (treat the vulpine as if it had a running start, including the +4 bonus from its Run feat. If the fox has more distance left on his jump check than he has distance to reach its prey, it may end its jump early to land on its prey). If the jump reaches its opponent, and it pounces a smaller creature, the fox can make a special grapple check in place of its attack, adding the +2 bonus for charging. If successful, the prey is pinned, rather than grappled, the fox enters its square, and the fox may make a free attack with its bite. Because aware opponents may make an attack of opportunity to prevent the grapple, and due to the danger of attacking an aware target, foxes tend to only pounce and hunt creatures that are seemingly unaware of their presence. 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 ranges 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 5 feet of the scent’s source, the creature can pinpoint that source. Skills: Red foxes have a +4 racial bonus on Hide and Move Silently 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.
A fox also gains a +4 bonus on survival checks to track while using its scent ability.
Note: In my opinion, the Arctic Fox should 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.
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Post by Kitsune on Feb 1, 2015 5:05:00 GMT
Kitsune (One-Tail) Racial Traits
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 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 (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 diminutive 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 on 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 character.
- A kisune'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 the 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 ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
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 verses illusions.
- Add +1 to the Difficulty Class for all saving throws against illusion spells cast by kitsune. This adjustment stacks with those from similar effects.
- 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 and Move Silently 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
- Vulpine Pounce (Ex): A kitsune may make a special leaping pounce. Follow the rules for a charge, except the maximum movement the fox may make during the charge is determined by a jump check (treat the vulpine as if it had a running start, including the +4 bonus from its Run feat. If the fox has more distance left on his jump check than he has distance to reach its prey, it may end its jump early to land on its prey). If the jump reaches its opponent, and it pounces a smaller creature, the fox can make a special grapple check in place of its attack, adding the +2 bonus for charging. If successful, the prey is pinned, rather than grappled, the fox enters its square, and the fox may make a free attack with its bite. Because aware opponents may make an attack of opportunity to prevent the grapple, and due to the danger of attacking an aware target, foxes tend to only pounce and hunt creatures that are seemingly unaware of their presence.
- Special Qualities: Alternate Form, Communicate With Foxes, Pierce Illusion, Unaging.
- Spells: A kitsune cast spells like a 1st level Beguiler (Player's Handbook II).
- 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 take the form of any 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 follows the following rules while assuming a different form; Quadruped: A kitsune that assumes a humanoid form loses her quadruped ability while in humanoid guise (obviously). She does, however, gain the use of hands and thumbs as any other humanoid. Abilities: In humanoid guise, a kitsune gains a +4 bonus on strength if she assumes humanoid guise, but takes a -4 penalty to dexterity (over all, her physical ability modifiers become +2 Dexterity while in humanoid forms; kitsune are still agile creatures even 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. 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 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 Weapon: 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: A kitsune loses her Vulpine Pounce special attack while not in her vulpine form. She does not gain any of the exceptional or supernatural attacks or qualities of the humanoid form she assumes. 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 with 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 effort (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.
Communicate With Foxes (Ex)
A kitsune can communicate and understand with a non-awakened fox like any other vulpine can. Because this effect isn't magical, communication is limited to simple terms and concepts that an animal can understand. 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 false hoods. Whenever the kitsune sees, hears, or otherwise senses the effect of an illusion spell, she is entitled to an immediate Will save to disbelief 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).
Unaging (Ex) Once a kitsune reaches physical maturity of a fox, they do not physically age, and are also immune to all effects that would change their physical or emotional age from that point onwards. A kitsune does not die from age, although they can die from poor health, disease, thirst and hunger, or any other means that would kill a mortal being. However, exceptionally long lived kitsune (the infamous nine-tails) eventually leave the material plain as the realm proves unable to sustain their presence easily, but they do not die in the physical sense. Because of this, a kitsune does not take physical ability penalties from aging, nor do they gain mental ability bonuses from doing so (aside from progressing in tails). Many kitsune, however, adopt an 'age' they mentally identify with, and may act or even appear to look like a grey, wizened fox, whilst others may appear as spry and young as they did in their first few years of life.
Fox Blooded [Template] Kitsune in humanoid guise can have relationships with those humanoids, and sometimes these develop in a child being born. Children born of such unions take after their humanoid, rather than vulpine parent, but some of the magic from their fey parentage shows through. - The Fox Blooded creature gains a +2 bonus to her choice of mental attribute (Intelligence, Wisdom, or Charisma).
- Illusion spells cast by a Fox Blooded creature have their saving throw increased by one. This does not stack with any other racial abilities of the base creature which increase illusion save DCs.
- A Fox Blooded child gains a +1 bonus on saving throws against illusion spells.
- A Fox Blooded 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 effects.
- Skills: A Fox Blooded creature gains a +2 racial bonus on bluff, listen, and sense motive checks.
- Favored Class: Add Beguiler to the base creature's favored class(es).
- Aging: A Fox-Blooded creature ages like the base creature, however it adds its highest mental attribute (Intelligence, Wisdom, or Charisma) to its expected life span before dying of old age.
- Level Adjustment: +1
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Post by Kitsune on Feb 1, 2015 5:05:13 GMT
Fox Magic
SpellsKitsune love magic of all forms, and they especially love their own illusion casting capabilities. Because of this, they have developed a myriad of new spells of their own creation. Kitsune that cast from the spellcasting list each spell is listed as being in learn to cast or know the spell as normal for that class (for example, a kitsune wizard could add it to her spellbook upon leveling or scribe it in, a sorcerer kitsune would have to learn it as a spell known, and a beguiler kitsune would automatically know any Fox Magic spell that is listed as being a Beguiler Spell). Other races that seek to learn these spells, however, require a Kitsune teacher or must have the Fox-Blooded template. 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 this 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.
Kitsune FeatsText Goes Here Fox FireRequirements: Kitsune Benefits: The kitsune can create and manipulate small bouts of supernatural fire (appearing with either its normal tint, or a blue one which casts a pale, blue glow). The kitsune may use the flame that she can create in the following different manners at-will as a standard action. Any effects which replicate a spell function with a caster level equal to the kitsune's character level, or her beguiler caster level (whichever is higher). She can utilize multiple different uses of her Fox Fire at once, such as to create a floating torch while also capable of creating more fire to use as an attack. She may also dismiss any continual effect from her Fox Fire as a free action. - Light: The kitsune may use her fox fire to illuminate her fur. Treat it as if she was under the effects of a light spell.
- Floating Torch: The fox can create a floating ball of fire. Treat it as if it was a Dancing Light spell, except it creates a singular light (or person-shaped figure) per tail the kitsune possesses. Unlike the spell, the flames can burn with the same heat as a torch or not. If they burn with the heat of a torch, they deal one point of fire damage on contact. A kitsune may attempt to damage an opponent with a Floating Torch by moving the flame into its square (the opponent gets a DC 10 + Kitsune's Intelligence modifier) Reflex save to avoid damage.
- Flame Burst: The kitsune may conjure forth a gout of flame, originating from its mouth, tail, or from one of its floating torches floating within its square. The kitsune makes a ranged attack roll with a range of 30ft from the kitsune. If the attack hits, the flame burst deals 1d6 fire damage for every five character levels the kitsune possesses.
Vulpine Swordstyle Requirements: Kitsune, Alternate Form ability, Strength 15. Benefit: With extensive training and strength, you've managed to learn to handle and wield heavier items within your jaws. You may now wield non-light weapons in your jaws while in your natural kitsune form, and are treated as wielding the weapon two-handedly (multiply your strength bonus by 1.5). You still take proficiency penalties if you are not proficient with the weapon you're using. Kitsune ItemsText Goes Here Star Bar (Hoshi no Tama)
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Post by Xynphos on Feb 2, 2015 19:13:43 GMT
So I'm going to approve these separately just to make sure I hit everything. Got to say, I really like them. They seem well thought out and balanced. Animal: Approved Kitsune Creature/Race thing: Approved Fox-Blooded Template: Approved Glamoured Coin Spell: Approved Fox Fire Feat: Approved Vulpine Swordstyle Feat: Approved
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