Kitsune Race with Prestige Class [Archive] - Wizards Community

Post/Author/DateTimePost
outlawjc

05-02-07, 03:36 PM
Kitsune (race)

Background:
Hailing from the land of waves these creatures rarely show their existance unless something has brought them out to the world. Training to become very specialized creatures the Kitsune are very skilled in their slected art. The fate of each Kitsune is set as they grow their tails each tail giving more power and wisdom to the kitsune. These creatures most resemble the catfol but do not share their curiousness but instead have differnt air about them each one possessing the cunning of a fox. These creatures have their own language Kitsue and speak common as well. Kitsune can learn any language.

-alignment: any good
- +2 Wisdom, -2 Strength
- medium creature
- 30 base land speed
- Low-light vision twice as far as humans
- Auto language: Kitsu, Common
Bonus language:any
- +2 on spot and search checks
- favored class: Ninja
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Master of the Nine (Prestige) HD: d8 Skills: 4+Int

requirements
-Race : Kitsune
- bab : +5
- 8 ranks in Spot
- 8 ranks in disguise

The fate of all Kitsune, to become the Master of thier tails each tail giving more power.A master of stealth, a powerful mage, a quick and agile warrior. The path to becoming a master is long but the rewards are endless. The Maser of the Nine is a desciple of The Lady the mother of all Kitsune. She has surpassed all other Kitsune in developement and thus has 1,000 tails giving her infinite wisdom.

Skills: Concentration, Disable Device, Disguise, Escape Artist, Gather Information, Listen, Hide, Move Silently, Search, Sense Motive, Spot, Spellcraft, Tumble.

Weapon and Armor Proficiency:
Master of the Nine gains no aditional armor or weapon skills

level BAB Fort Ref Will Special
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1st +0 +0 +0 +2 Gift of the 1st tial

2nd +1 +0 +0 +3 2nd tail, Gift of the 2nd tail

3rd +2 +1 +1 +3 3rd tail, Gift of the 3rd tail

4th +3 +1 +1 +4 4th tail, Gift of the 4th tail

5th +3 +1 +1 +4 5th tail, Gift of the 5th tail

6th +4 +2 +2 +5 6th tail, Gift of the 6th tail

7th +5 +2 +2 +5 7th tail, Gift of the 7th tail

8th +6 +2 +2 +6 8th tail, Gift of the 8th tail

9th +6 +3 +3 +6 9th tail, Gift of the 9th tail

10th +7 +3 +3 +7 Gift of the Nine

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Gift of the 1st tail
- gain Hosi No Tama
(The Master of the Nine aquires the Hosi no tama(star ball) this gem allows the Master to use his powers and can not use his abilites with out it. The gem a largepearl-like orb will float around the Master of the Nine but also will fit into the Master's mouth and not inhibit any actions. The Master of the Nine must be in contact and personal space of the orb to use his/her abilities.)

Gift of the 2nd tail
- shift form (Illusion)
(Creates an illusion that the master of the nine shifted into anything found in
nature, require a skull, broad leaf, or reed to be placed on the forhead useable for the number of tails the Master of the Nine has per day. Limited to medium sized objects. DC 25 spot check to decern the truth)

Gift of the 3rd tail
- gain the fox-fire ability and fox lanterns
(Master of the Nine is able to use Orb of fire or orb of Electricity equal to the
number of tails per day.The caster level is equal to the Master of the Nine level times two. Fox lanterns are little balls of fox fire that cause no damage and put off no heat but can be used as toarches or play things.)

Gift of the 4th tail
-fox possession
(allows the Master of the Nine tails to possess a target for an amount of hours equal to the number of tails of The Master of the Nine. Will save = 10 +number of tails +wisdom mod)

Gift of the 5th tail
-Spirit form
(allows the Master of the Nine to assume a spirit form for one minute per tail per day functions as the spell Gaseous form in all other ways.)

Gift of the 6th tail
-Invisibility
(able to use the spell invisibility equal to the number of tails the Master of the nine has per day)

Gift of the 7th tail
- fight
(allows the Master of the Nine to fly a number of hours equal to the number of tails. Give average manuverablity and a fly speed equal to the Masters move speed)

Gift of the 8th tail
-Illusionary terrain
(able to use the spell Illusionary terrain equal to the number of tails the Master of the Nine has per day)

Gift of the 9th tail
-Kitsune Seduction
( A Master of the Nine gains the ability to mind control a target by making eye contact or hypnonis of his/her tails. will save= 10 +wisdom mod +number of tails if resisted or broken Kitsune seduction can not be attemped on the same target by the same Master of the Nine for 24 hours)

Gift of the Nine
- Visions from The Lady
(The Master of the Nine's powers become fully developed and allows the Master to see into the past. This ability functions as the Vision spell and is useable once a day.)
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So guys and girls this is my first attempt on building a class and prestige class give me some input on what you think about it.
Dead_Weasel

05-02-07, 06:33 PM
As far as the race goes, it is actually weaker than other LA +0 races - compare it to gnomes and halflings, who also have a -2 Str; they get a lot more, even with the mixed advantage of Small size set aside. The gloss for the race does not point me in a worthwhile direction for suggestions; maybe you can review the gnome and halfling racial traits and think of some things that fit in with your concept for kitsune.

My problem with the class is that it doesn't serve any purpose or have any focus. It does not make logical sense for a character with a few levels in [skill class] and [warrior class] to suddenly start using magic. Especially powerful magic. The point of prestige classes is by and large to either expand upon an ability the character already has, or grant them a related ability that is otherwise unavailable (to them or in general). The prerequisites for the Master of the Nine have absolutely nothing to do with the progression of the class.

Moving from commentary to suggestions.

It is better to use code blocks for tables, since they let you space things out. While I appreciate the desire to make the class seem unique, giving its granted abilities names that convey no information about the ability itself does not accomplish that.

The best way to produce new abilities is to modify existing effects/abilities. I have tried to equate each ability with an existing effect, and then balance each ability. When I felt that an ability was too powerful, or superfluous, I tried to make its replacement thematically consistent.
Requirements:
Base Attack Bonus: +8.
Spells: Ability to cast 3rd-level arcane or divine spells.
Special: Sudden Strike +2d6.Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Star globe
2nd +1 +0 +0 +3 2nd tail, skin of the wild
3rd +2 +1 +1 +3 3rd tail, enchanting glance
4th +3 +1 +1 +4 4th tail, fox fire
5th +3 +1 +1 +4 5th tail, dance of the spirits
6th +4 +2 +2 +5 6th tail, heed wind's whisper
7th +5 +2 +2 +5 7th tail, unshackled from the earth
8th +6 +2 +2 +6 8th tail, shroud in shadows
9th +6 +3 +3 +6 9th tail, gaze of the secret master
10th +7 +3 +3 +7 Seize the eye of the Lady
Blessing of the Lady (Ex): At each level except 1st and 10th, the Master of the Nine's tail splits, and the Master gains an additional tail. The number of tails the Master of the Nine possesses determines the strength of his/her granted abilities. The save DC for any ability gained from the Master of the Nine prestige class is equal to 10 + number of tails + Wis modifier, instead of the normal means of calculating save DCs for the spell each ability replicates. Caster level is equal to class level.
Star Ball (Su): Upon becoming a Master of the Nine, a kitsune receives a small sphere, representing the Lady's favor. The Master must have this ball in order to employ abilities from this class. The Master may keep the ball on his/her person or even ingest it without harming it, or may allow it to float around his/her body. Star balls have AC 24, 10 hit points, and hardness 5. The star ball falls to the ground if it enters an antimagic field. If it is lost or destroyed, the Master may create another one, requiring a week of seclusion in the wilderness. If it is lost or destroyed, the Master may not take additional levels in this prestige class until it is retrieved or another is created. The master may use the star ball as a divine focus for spells, if desired. Star balls count as part of the Master's body for all purposes, even if the Master has made a new star ball.
Skin of the Wild (Sp): The Master can use major image to create the illusion of a rock, tree, or other natural object around him/herself. This ability may be used once per day for each tail the Master has. The Master may only use this ability in natural settings (including caves).
Enchanting Glance (Su): The Master can use charm person once per day for each tail the Master has. When the Master reaches 9th level, this ability instead replicates charm monster, with the same uses per day.
Fox Fire (Sp): The Master can use produce flame once per day for each tail the Master has. The Master can choose instead to produce lightning when activating this ability, which is exactly identical to produce flame except that it deals electricity damage instead of fire damage. The Master may use dancing lights at will.
Dance of the Spirits (Sp): The Master can use ethereal jaunt once per day for each tail the Master has.
Heed Wind's Whisper (Ex): The Master can either become invisible as a swift action for one round, or gain the benefits of the see invisibility spell. Regardless of which effect the Master activates, this ability can only be used once per day for each tail the Master has.
Unshackled from the Earth (Su): The Master can fly for a number of hours each day equal to the number of tails the Master has. The Master flies at their base land speed with average manuverability.
Shroud in Shadows (Sp): The Master can use illusory terrain once per day for each tail the master has.
Gaze of the Secret Master (Su): The Master gains a gaze attack for one round. Any humanoid creature within 30' that makes eye contact and fails its save is afflicted with a dominate person effect. The Master may use this ability as a swift action once per day.
Seize the Eye of the Lady (Sp): The Master can use legend lore or commune once per day. The legend lore effect can only be used if the Master is in the place in question, or has the person or thing at hand. If the commune effect is used, the Master may only ask one question of the Lady. The Lady always responds with a brief poem, which must be interpreted; a Sense Motive (DC usually 30) check can extract information concealed beneath the surface of the response; otherwise the Master must take the response at face value. The Master adds his/her number of tails as a competence bonus to this Sense Motive check.
Please keep in mind that what I have written here consists of two things: my opinions and my suggestions. Nothing more.
outlawjc

05-07-07, 12:44 AM
thanks for the comments and suggestions i'll consider them and repost class and race in a few days. I think you toned down fox fire alittle to much with the requirements you couldn't do much with it it was be maxed out the lvl after you gained the ability. I am also curious why you chose produce flame as well.
Also it is impossible to get into the class with the requirements you have given and be able to get all ten levels.

maybe change it to skirmish +2d6 or sudden strike +2d6
and lose the other requirements.

i'm open to any other improvements you might have
Dead_Weasel

05-07-07, 02:21 AM
Hm, I overlooked that. You're right; the BAB requirement should drop a bit. +6 perhaps? Don't lower it to +5; if it comes to that, just take it out. The requirement should be skirmish +2d6 or sneak attack +2d6 or sudden strike +2d6.
I chose produce flames because the orbs are broken, broken, broken (IMO), and because in addition to being less ridiculous, it's better for long battles against swarms of sneak attack-immune critters (I'm aware that on the flip-side of that, the orbs are better for BBE sneak-attack immune critters). If you only have two or three fights a day, I feel that flying and invisibility are going to be what win the day; I also feel that the ability to go nova belongs to "real" casters.
As I mentioned before, I don't feel that low BAB and skill requirements are appropriate for a class whose purpose is nifty abilities.
outlawjc

05-07-07, 02:38 PM
yea i'll just take out the other requrements and make it require skirmish, sneak attack, or sudden strike of 2d6 that way its at least level 6 before you can enter the class.

I see what your talking about with the produce flame though kinda wish there was a spell that was slightly strong than produce flame but not as strong as the orbs... time to go digging ^^ thanks for helping out with this i'm trying to get a game together with my roomates so we can test it out once i get it completed.
Dead_Weasel

05-08-07, 02:42 AM
You can get skirmish/sneak attack/sudden strike +2d6 at level 3.
And this definitely needs playtesting, I doubt it's balanced (regardless of whether or not you use my changes) but it's really hard to make that call, especially since the entry level is one of the things floating around right now.
If you really don't like produce flame you could use lightning bolt instead; it caps out at 10d6 and doesn't penetrate antimagic/SR - which is what makes the orbs ridiculous.
outlawjc

05-08-07, 02:11 PM
what about 3d6 sneak attack, 3d6 sudden strike, or 2d6 +1ac skirmish
Dead_Weasel

05-09-07, 07:26 PM
I guess you could, but the class abilities would have to be heavily reduced to make that work. Something along the lines of dropping half the abilities and the entire tail mechanic.
Darth Sephiroth

05-10-07, 10:23 AM
You probably ought to change the PrC name, Master of the Nine already exists in ToB
ZeronHitaro

05-10-07, 10:30 AM
Just add tails to it to fix that problem. "Master of Nine Tails"
outlawjc

05-23-07, 11:16 PM
OK i was looking up on spells in the Book of All Spells and found Sizzling spark

its a lvl 2 soc/ wiz spell
range touch
one creature
reflex for half
SR:Yes
source is the SM

1d6 per caster level 10d6 max half of this damage (rounded down) is fire and the other is electrical.

this spell fits in with the fox fire ability