Kaze Kyuubi
First Post
Hello everyone, Kaze here. Having seen this forum seemed promising, and since I've been working on some house rules of my own, I felt I'd sign up and share, and hopefully get some feedback to balance some stuff out.
Kitsunetsuki
Description: Kitsunetsukies are to Kitsunes as Tieflings are to devils, distantly related, but sharing some of the blood of their ancestors. They are an incredibly imaginative race, using their daydreams and wishes to disrupt reality, creating illusions that are somewhat real.
Appearance: Usually, a Kitsunetsuki has a few fox-like features, such as fox ears, a tail, and slit eyes, sometimes sporting claws or whiskers. They tend to be of light build and graceful, much like an elf, besides the obvious features that make them stand out. They can however hide their features at will, making them seem as if they are normal elves.
Personality and Alignment: Mischevious, cunning, wily, all can be used to describe them. They will manipulate others, whether to give humility, or to help another. Usually they are good, alhough nuetrality isn't uncommon, evil ones are quite rare. On the law and chaos spectrum, they tend towards chaos, their only laws generally being those of their own making.
Reasons for Adventuring: A Kitsunetsuki's ultimate goal is usually to realise their full power, to become like their ancestors, which is possible only through experience and wisdom. Thus travelling to experience new things and experiment with their powers becomes an ideal reason for adventuring. They aren't usually so interested in the material, preffering their own illusional worlds to reality, and showing that with their powers.
Kitsunetsuki Adventurers: Kitsunetsuki adventurers tend to be Rogues, Rangers, Sorcerers, or *Disciples of Inari. Their ability to fool their enemies works well in their favour as a Rogue, their graceful dancelike movements help the slashing blades of the ranger, as well as steadying the bow so often wielded, they are attracted to the sorcerer's amount of power and their Charisma helps them a great deal, but as Disciples of Inari they truly bring out their abilities in illusions. A Kitsunetsuki Sorcerer automatically takes the Wild Magic class feature, or may take a Fox Magic class feature if the DM allows.
Average Height: 4'8"-5'6"
Average Weight: 110-130 lb.
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 7 squares
Vision: Low-Light
Languages: Common, Elven
Skill Bonuses: +2 Bluff, +2 Insight
Fey Origin: Due to their Kitsune blood, Kitsunetsukies are considered to have the Fey origin for the purpose of effects that relate to creature origin.
Unnatural Grace: Blending their mixed fey and kitsune heritage, they gain a +1 bonus to Reflex Defense.
Trickery Affinity: As they often try to fool others, they are better at avoiding being tricked themselves. Kitsunetsukies get a +2 bonus to Insight checks opposing bluff checks. Additionally, you gain a +2 racial bonus on saving throws against effects with the charm keyword.
Psychic Defense: Kitsunetsuki have powerful minds, and so can resist psychic damage easily. You have resist psychic 5 + one-half your level.
Fox's Charm: Whenever a Kitsunetsuki uses a Bluff or Diplomacy check to change someone's opinion, they may roll twice. They may choose to use the higher roll.
Fox Fire • Kitsunetsuki Racial Power
At-Will • Conjuration, Psychic
Minor Action • Ranged 10
Effect: You summon a mote of psychic energy. It occupies one space within range, and lasts until the end of your next turn. A creature that begins its turn adjacent to such a mote takes psychic damage equal to your charisma modifier.
For every Kitsunetsuki tail feat you have, you summon an additional psychic mote. You cannot have more than nine summoned at a time.
Sustain Minor: You may sustain this power to the end of the encounter. If you sustain it, you may move each psychic mote up to two squares.
Special: If you possess all nine tail feats, sustaining them becomes a free action, and they can be moved up to four squares.
*Disciple of Inari: A future class to be created, a user of fox magic, playing with illusions and dimensions.
Feats: So far, a thought I'd been pondering for tail feats is, there are three tiers, and nine tails, one of them you start with but is unactivated. So, considering that, and the fact that I feel they should be able to gain more abilities in some way, in this case through feats, I figured, for each tier, there could be one tail as an At Will, one tail as an Encounter, and a third tail as a Utility, gaining a Daily for obtaining all three tails of a tier. Naturally, the powers shouldn't be rediculous, but at the same time should increase as more tails are gained. The second tier of tails cannot be gained without having the first, and likewise for the third of course. These are my thoughts so far, but ideas are welcome.
Heroic:
Tail of Whirlwinds:
Whirlwind
At-Will • ?
Standard Action • Burst 1
Effect: Spinning rapidly, you slash all adjacent foes with your tails, dealing 1d4 + Dexterity Modifer damage. For each tail possessed, add +1 to the damage dealt.
Tail of Displacement:
Displacement
Encounter • Psychic
Standard Action • Blast 3
Effect: You target an area in front of you, and begin to tear small holes in reality. All enemy targets in that area are blasted with 1d6 + Charisma Modifer Psychic damage. You may slide the affected targets one square each per tail possessed.
Tail of Disguise:
Disguise
Utility Encounter • Illusion
Standard Action • Self
Effect: You take on the appearance of another medium sized creature. You gain none of it's abilities or traits, only it's appearance. If you attack an unaware target, you gain bonus damage equal to the number of your tails and the illusion fades.
Heroic Trio Daily Power: Not sure on this one yet.
Kitsunetsuki
Description: Kitsunetsukies are to Kitsunes as Tieflings are to devils, distantly related, but sharing some of the blood of their ancestors. They are an incredibly imaginative race, using their daydreams and wishes to disrupt reality, creating illusions that are somewhat real.
Appearance: Usually, a Kitsunetsuki has a few fox-like features, such as fox ears, a tail, and slit eyes, sometimes sporting claws or whiskers. They tend to be of light build and graceful, much like an elf, besides the obvious features that make them stand out. They can however hide their features at will, making them seem as if they are normal elves.
Personality and Alignment: Mischevious, cunning, wily, all can be used to describe them. They will manipulate others, whether to give humility, or to help another. Usually they are good, alhough nuetrality isn't uncommon, evil ones are quite rare. On the law and chaos spectrum, they tend towards chaos, their only laws generally being those of their own making.
Reasons for Adventuring: A Kitsunetsuki's ultimate goal is usually to realise their full power, to become like their ancestors, which is possible only through experience and wisdom. Thus travelling to experience new things and experiment with their powers becomes an ideal reason for adventuring. They aren't usually so interested in the material, preffering their own illusional worlds to reality, and showing that with their powers.
Kitsunetsuki Adventurers: Kitsunetsuki adventurers tend to be Rogues, Rangers, Sorcerers, or *Disciples of Inari. Their ability to fool their enemies works well in their favour as a Rogue, their graceful dancelike movements help the slashing blades of the ranger, as well as steadying the bow so often wielded, they are attracted to the sorcerer's amount of power and their Charisma helps them a great deal, but as Disciples of Inari they truly bring out their abilities in illusions. A Kitsunetsuki Sorcerer automatically takes the Wild Magic class feature, or may take a Fox Magic class feature if the DM allows.
Average Height: 4'8"-5'6"
Average Weight: 110-130 lb.
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 7 squares
Vision: Low-Light
Languages: Common, Elven
Skill Bonuses: +2 Bluff, +2 Insight
Fey Origin: Due to their Kitsune blood, Kitsunetsukies are considered to have the Fey origin for the purpose of effects that relate to creature origin.
Unnatural Grace: Blending their mixed fey and kitsune heritage, they gain a +1 bonus to Reflex Defense.
Trickery Affinity: As they often try to fool others, they are better at avoiding being tricked themselves. Kitsunetsukies get a +2 bonus to Insight checks opposing bluff checks. Additionally, you gain a +2 racial bonus on saving throws against effects with the charm keyword.
Psychic Defense: Kitsunetsuki have powerful minds, and so can resist psychic damage easily. You have resist psychic 5 + one-half your level.
Fox's Charm: Whenever a Kitsunetsuki uses a Bluff or Diplomacy check to change someone's opinion, they may roll twice. They may choose to use the higher roll.
Fox Fire • Kitsunetsuki Racial Power
At-Will • Conjuration, Psychic
Minor Action • Ranged 10
Effect: You summon a mote of psychic energy. It occupies one space within range, and lasts until the end of your next turn. A creature that begins its turn adjacent to such a mote takes psychic damage equal to your charisma modifier.
For every Kitsunetsuki tail feat you have, you summon an additional psychic mote. You cannot have more than nine summoned at a time.
Sustain Minor: You may sustain this power to the end of the encounter. If you sustain it, you may move each psychic mote up to two squares.
Special: If you possess all nine tail feats, sustaining them becomes a free action, and they can be moved up to four squares.
*Disciple of Inari: A future class to be created, a user of fox magic, playing with illusions and dimensions.
Feats: So far, a thought I'd been pondering for tail feats is, there are three tiers, and nine tails, one of them you start with but is unactivated. So, considering that, and the fact that I feel they should be able to gain more abilities in some way, in this case through feats, I figured, for each tier, there could be one tail as an At Will, one tail as an Encounter, and a third tail as a Utility, gaining a Daily for obtaining all three tails of a tier. Naturally, the powers shouldn't be rediculous, but at the same time should increase as more tails are gained. The second tier of tails cannot be gained without having the first, and likewise for the third of course. These are my thoughts so far, but ideas are welcome.
Heroic:
Tail of Whirlwinds:
Whirlwind
At-Will • ?
Standard Action • Burst 1
Effect: Spinning rapidly, you slash all adjacent foes with your tails, dealing 1d4 + Dexterity Modifer damage. For each tail possessed, add +1 to the damage dealt.
Tail of Displacement:
Displacement
Encounter • Psychic
Standard Action • Blast 3
Effect: You target an area in front of you, and begin to tear small holes in reality. All enemy targets in that area are blasted with 1d6 + Charisma Modifer Psychic damage. You may slide the affected targets one square each per tail possessed.
Tail of Disguise:
Disguise
Utility Encounter • Illusion
Standard Action • Self
Effect: You take on the appearance of another medium sized creature. You gain none of it's abilities or traits, only it's appearance. If you attack an unaware target, you gain bonus damage equal to the number of your tails and the illusion fades.
Heroic Trio Daily Power: Not sure on this one yet.
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