Mulletmanalive
2011-03-24, 07:22 PM
Revised attempt B:
D&D Version:
Note: Racial traits that are red additional abilities intended to upgrade the race to Pathfinder standards. If using D&D 3.5, ignore them.
Ninko [Foxfolk] Racial Traits:
Humanoid [Fox, Yokai]: Ninko are humanoids with the Fox and Yokai subtypes and are treated as humans for most purposes, though see Vulpine Spirit below. A Yokai is similar to a fæ, though they are created from other things that get very old. Yokai are treated as fæ and unholy for purposes of exorcisms and the like.
+2 Dexterity, +2 Wisdom, -2 Constitution. Ninko are quick and agile but not hugely reslient, a remnant of their flimsey vulpine bone structure
Medium
Speed: 40ft
Bijuu [Su/Sp]: Ninko, like all Kitsune, are Bijuu and possess one tail. They may select further tails as feats at or beyond 3rd level.
Bite: The Ninko has a pair of fierce jaws that deal 1d6 damage as a natural attack. If you wish to use this in combination with other attacks, it suffers a -5 penalty to hit as a secondary natural attack.
Vulpine Senses: The Ninko have a limited form of Scent that helps little with detection but grants a +8 bonus on Survival checks made to track other creatures when tracking by scent.
Vulpine Spirit: While tricksters, the ninko are still fundamentally foxish in their thinking; they just can't shake it. The ninko can be affected by any spell that can affect animals, though it gains a +5 bonus on saves against these effects unless they also affect humanoids. For similar reason, however, ninko treat all Dexterity and Wisdom based skills as class skills for all classes.
Yokai Resilience: the ninko has DR /Natural equal to its HD. This defence is also ignored by the first blow from freshly washed blades.
Level Adjustment: +1 [D&D only]
Favoured Class: None. The downside of the adaptable flighty nature of a kitsune is that they suck at specialising.
The Tails:
Bijuu Tails:
The defining point about bijuu [tailed beasts such as kitsune and bakeneko] are their tails. Each of these tails carries a specific magical power that can be activated at will, usually by waving the tail. Waving the tail is either a Swift action or a Move action. The powers manifest by a tail endure until the next turn of the bijuu unless stated otherwise; at the beginning of her new turn, the bijuu was the option to immediately wave the tail again. If the creature chooses to do so, the effect remains intact and unbroken with no trace of disruption.
Obviously, there are limits to the number of tails that can be waved at any one time, based on the bijuu's actions and they cannot be waved while the bijuu is Stunned, Paralysed or Unconscious.
{table]Tail |Ability
First tail |Human form: the kitsune can wave its tail to make a change in appearance to a human of their choice; either one seen or an imaginary one. Doing so requires a "tails check" [1d20 + number of tails] against the target's Charisma score. Each point of failure leaves a tell in the disguise. This power grants a +20 bonus to Disguise checks, -5 per tell. This ability lasts for ten minutes and can be renewed with further waves of the tail.
Second tail [Nibi] |Stepping Behind: By waving its nibi, the Kitsune brushes at the edges of the artwork that is reality, making the seams thin and blurry. During any turn that the Kitsune waves this tail, it may Tween as though it were a true Fae with a number of HD equal to twice its total tails.
Third tail [Sanbi] |Foxfire: Foxfire is a kind of magical energy that manifests constantly as an orb balanced on the sanbi of the Kitsune [or sometimes carried in the mouth]. This can be fired as a Standard action; a ranged attack that deals 4d6 damage. Waving the sanbi accumulates additional dice at a rate of two dice per action spent waving. Additional energy dissipates if left unstimulated for a whole round. A bijuu may store no more than 2d6 per tail it possesses.
Fourth tail [Yonbi] |Illusionary Aspect: By waving its Yonbi, a Kitsune can make edits to the world around them. The Kitsune counts as casting Major Image, save that it has a duration of "sustained" and lasts as long as the kitsune maintains the image.
Fifth tail [Goubi] |Flight: By waving its Goubi, a Kitsune replaces its other movement speeds with a Fly speed equal to twice their base land speed with perfect manoeuvrability until their next turn.
Sixth tail [Rokubi] |Dream Manifestation: While it continues to wave its rokubi, a Kitsune projects itself into the dreams of a sleeping being within 30ft. While inside, it may replicate the effects of either a Nightmare or Dream. Saves apply as normal. A given target may be affected by this ability no more than once per night, whether they save or not.
Seventh tail [Shichibi] |Possession: Wrapping its Shichibi around a victim [a Standard action during a Grapple; you don't wave this one], a Kitsune is able to penetrate the mind of it's victim and take possession of it. This ability functions identically to demonic possession [see Fiendish codex 1 or BoVD], save that their body is absorbed into the victim too.
Eighth tail [Hachibi] |World-bending Illusion: By waving its hichibi, the Kitsune is able to distort reality more to its liking, or at least, reality in the eyes of those around it. This functions similarly to the Yonbi's power, but instead mimics the spell Mirage Arcana, with a duration based on how long the user concentrates.
Ninth tail [Kyuubi] |All-knowing: the Kitsune becomes able to perceive a great deal. Legend has it that they become all knowing, while in reality, this is more like a highly efficient form of clairvoyance and clairaudience. The Kitsune becomes able to sense things perfectly, without skill checks out to a 1000ft radius. Beyond this, it may make skill checks as if the distance were 1000ft shorter than it actually is.
|In addition, the Kitsune may concentrate on a known point within 100 miles. It loses its local senses and is able to perceive a 300ft radius around the designated point via remote vision and hearing.
|In both these cases, the Kitsune can wave its tail to grant itself the ability to ignore all magical concealment or disguise, including illusions, phantasms, veils and polymorph effects. All creatures appear in their natural form.[/table]
MV Version:
Ninko [Foxfolk] Racial Traits:
Humanoid [Fox, Yokai]: Ninko are humanoids with the Fox and Yokai subtypes and are treated as humans for most purposes, though see Vulpine Spirit below. A Yokai is similar to a fæ, though they are created from other things that get very old. Yokai are treated as fæ and unholy for purposes of exorcisms and the like.
+2 Dexterity, -2 Constitution. Ninko are quick and agile but not hugely reslient, a remnant of their flimsey vulpine bone structure
Medium
Speed: 40ft
Agile: Whenever it takes a Defence action, the Ninko adds its dexterity modifier to its defence.
Bijuu [Su/Sp]: Ninko, like all Kitsune, are Bijuu and possess one tail. They may select further tails as feats at or beyond 3rd level.
Bite: The Ninko has a pair of fierce jaws that deal 1d6 damage as a natural attack. If you wish to use this in combination with other attacks, it suffers a -5 penalty to hit as a secondary natural attack.
Vulpine Senses: The Ninko have a limited form of Scent that helps little with detection but grants a +8 bonus on Survival checks made to track other creatures when tracking by scent.
Vulpine Spirit: While tricksters, the ninko are still fundamentally foxish in their thinking; they just can't shake it. The ninko can be affected by any spell that can affect animals, though it gains a +5 bonus on saves against these effects unless they also affect humanoids. For similar reason, however, ninko treat all Dexterity and Wisdom based skills as class skills for all classes.
Yokai Resilience: the ninko has DR /Natural equal to its HD. This defence is also ignored by the first blow from freshly washed blades.
Null Class levels: 1 [d8 HD, +0 BAB, +0 Defence, +0 all saves, 4 + Intelligence modifier skill points, one feat]
Favoured Class: None. The downside of the adaptable flighty nature of a kitsune is that they suck at specialising.
The Tails:
Bijuu Tails:
The defining point about bijuu [tailed beasts such as kitsune and bakeneko] are their tails. Each of these tails carries a specific magical power that can be activated at will, usually by waving the tail. Waving the tail is either a Swift action or a Move action. The powers manifest by a tail endure until the next turn of the bijuu unless stated otherwise; at the beginning of her new turn, the bijuu was the option to immediately wave the tail again. If the creature chooses to do so, the effect remains intact and unbroken with no trace of disruption.
Obviously, there are limits to the number of tails that can be waved at any one time, based on the bijuu's actions and they cannot be waved while the bijuu is Stunned, Paralysed or Unconscious.
{table]Tail |Ability
First tail [Ichibi] |Human form: the kitsune can wave its tail to make a change in appearance to a human of their choice; either one seen or an imaginary one. Doing so requires a "tails check" [1d20 + number of tails] against the target's Charisma score. Each point of failure leaves a tell in the disguise. This power grants a +20 bonus to Disguise checks, -5 per tell. This ability lasts for ten minutes and can be renewed with further waves of the tail.
Second tail [Nibi] |Stepping Behind: By waving its nibi, the Kitsune brushes at the edges of the artwork that is reality, making the seams thin and blurry. During any turn that the Kitsune waves this tail, it may Tween as though it were a true Fae with a number of HD equal to twice its total tails.
Third tail [Sanbi] |Foxfire: Foxfire is a kind of magical energy that manifests constantly as an orb balanced on the sanbi of the Kitsune [or sometimes carried in the mouth]. This can be fired as a Standard action; a ranged attack that deals 4d6 damage. Waving the sanbi accumulates additional dice at a rate of two dice per action spent waving. Additional energy dissipates if left unstimulated for a whole round. A bijuu may store no more than 2d6 per tail it possesses.
Fourth tail [Yonbi] |Illusionary Aspect: By waving its Yonbi, a Kitsune can make edits to the world around them. The Kitsune creates a number of glammer aspects equal to the number of tails they possess. Theirs is a limited form of illusion, however, and they can create no more than one creature at a time. For now, refer to the Fear Derrig ability Master of Glammer ability for guidelines (a section on Fae illusions will be nicluded in Fae-o-matic to make this work properly.)
Fifth tail [Goubi] |Flight: By waving its Goubi, a Kitsune replaces its other movement speeds with a Fly speed equal to twice their base land speed with perfect manoeuvrability until their next turn.
Sixth tail [Rokubi] |Dream Manifestation: While it continues to wave its rokubi, a Kitsune projects itself into the dreams of a sleeping being within 30ft. While inside, it may use its Illusionary Aspect ability as a Standard action, creating up to one glammer aspect per HD it possesses. This can be used either to create a Dreamscape or to shape and wander the dreams of the target; this latter option is used to tease facts from the minds of the victim, allowing him to make a Gather Information check on the inside of the victim's mind.
| If you would prefer not to use a Dreamscape, the Kitsune may attempt to inflict any two of Rage, Good Hope, Crushing Despair and/or Fear on the victim. A Will save, DC 10 + number of tails + Charisma modifier, negates both of these effects.
Seventh tail [Shichibi] |Possession: Wrapping its Shichibi around a victim [a Standard action during a Grapple; you don't wave this one], a Kitsune is able to penetrate the mind of it's victim and take possession of it. This ability functions identically to demonic possession [see Fiendish codex 1 or BoVD], save that their body is absorbed into the victim too.
Eighth tail [Hachibi] |World-bending Illusion: By waving its hichibi, the Kitsune is able to distort reality more to its liking, or at least, reality in the eyes of those around it. This ability functions exactly like, and may be combined with, the Yonbi ability to create illusions. In addition, the Kitsune may opt to render a number of aspects semi-real by bending material out of the Hedge to fill in the gaps. Effectively, these sections are actually solid, able to bear weight and stop motion. They have a hardness of 5 and 30 hp per 5ft section. These sections must be assigned when the illusion is maintained each round and cost 1 hp per round [one hit point to have any real sections, not one per section]. Mobile components of the illusion cannot be given substance in this manner.
Ninth tail [Kyuubi] |All-knowing: the Kitsune becomes able to perceive a great deal. Legend has it that they become all knowing, while in reality, this is more like a highly efficient form of clairvoyance and clairaudience. The Kitsune becomes able to sense things perfectly, without skill checks out to a 1000ft radius. Beyond this, it may make skill checks as if the distance were 1000ft shorter than it actually is.
|In addition, the Kitsune may concentrate on a known point within 100 miles. It loses its local senses and is able to perceive a 300ft radius around the designated point via remote vision and hearing.
|In both these cases, the Kitsune can wave its tail to grant itself the ability to ignore all magical concealment or disguise, including illusions, phantasms, veils and polymorph effects. All creatures appear in their natural form.[/table]
A null level is an idea i've been thinking about for a while; basically, they're just Humanoid HD with no good saves and the creature gains one for every LA they would be forced to have. The major weakness early on is that these HD don't come with any weapon proficiencies unless the race comes with some. Main reason for the bite attack, right there.
Shaking Bounds [Kitsune]:
[I] You have learned the art of jumping around erratically in such a way that it shakes your tails to activate your powers and also makes you tricky to hit.
Prerequisites: Kitsune, Nibi, Mobility
Description: When you take your first Shift action of the round, you count as also Waving a tail and taking a Defence action. Further Shifts grant no additional benefits.
Right, these are the abilities I've settled on for now, with the D&D version trimmed down a little to make up for the fact that you can't actually KILL illusions in D&D. Would anyone be willing to make an example character using either a Samural or a Ninja type class for D&D? Level is up to you, but please no more than 9. Need a nice example for Fae-o-matic.
D&D Version:
Note: Racial traits that are red additional abilities intended to upgrade the race to Pathfinder standards. If using D&D 3.5, ignore them.
Ninko [Foxfolk] Racial Traits:
Humanoid [Fox, Yokai]: Ninko are humanoids with the Fox and Yokai subtypes and are treated as humans for most purposes, though see Vulpine Spirit below. A Yokai is similar to a fæ, though they are created from other things that get very old. Yokai are treated as fæ and unholy for purposes of exorcisms and the like.
+2 Dexterity, +2 Wisdom, -2 Constitution. Ninko are quick and agile but not hugely reslient, a remnant of their flimsey vulpine bone structure
Medium
Speed: 40ft
Bijuu [Su/Sp]: Ninko, like all Kitsune, are Bijuu and possess one tail. They may select further tails as feats at or beyond 3rd level.
Bite: The Ninko has a pair of fierce jaws that deal 1d6 damage as a natural attack. If you wish to use this in combination with other attacks, it suffers a -5 penalty to hit as a secondary natural attack.
Vulpine Senses: The Ninko have a limited form of Scent that helps little with detection but grants a +8 bonus on Survival checks made to track other creatures when tracking by scent.
Vulpine Spirit: While tricksters, the ninko are still fundamentally foxish in their thinking; they just can't shake it. The ninko can be affected by any spell that can affect animals, though it gains a +5 bonus on saves against these effects unless they also affect humanoids. For similar reason, however, ninko treat all Dexterity and Wisdom based skills as class skills for all classes.
Yokai Resilience: the ninko has DR /Natural equal to its HD. This defence is also ignored by the first blow from freshly washed blades.
Level Adjustment: +1 [D&D only]
Favoured Class: None. The downside of the adaptable flighty nature of a kitsune is that they suck at specialising.
The Tails:
Bijuu Tails:
The defining point about bijuu [tailed beasts such as kitsune and bakeneko] are their tails. Each of these tails carries a specific magical power that can be activated at will, usually by waving the tail. Waving the tail is either a Swift action or a Move action. The powers manifest by a tail endure until the next turn of the bijuu unless stated otherwise; at the beginning of her new turn, the bijuu was the option to immediately wave the tail again. If the creature chooses to do so, the effect remains intact and unbroken with no trace of disruption.
Obviously, there are limits to the number of tails that can be waved at any one time, based on the bijuu's actions and they cannot be waved while the bijuu is Stunned, Paralysed or Unconscious.
{table]Tail |Ability
First tail |Human form: the kitsune can wave its tail to make a change in appearance to a human of their choice; either one seen or an imaginary one. Doing so requires a "tails check" [1d20 + number of tails] against the target's Charisma score. Each point of failure leaves a tell in the disguise. This power grants a +20 bonus to Disguise checks, -5 per tell. This ability lasts for ten minutes and can be renewed with further waves of the tail.
Second tail [Nibi] |Stepping Behind: By waving its nibi, the Kitsune brushes at the edges of the artwork that is reality, making the seams thin and blurry. During any turn that the Kitsune waves this tail, it may Tween as though it were a true Fae with a number of HD equal to twice its total tails.
Third tail [Sanbi] |Foxfire: Foxfire is a kind of magical energy that manifests constantly as an orb balanced on the sanbi of the Kitsune [or sometimes carried in the mouth]. This can be fired as a Standard action; a ranged attack that deals 4d6 damage. Waving the sanbi accumulates additional dice at a rate of two dice per action spent waving. Additional energy dissipates if left unstimulated for a whole round. A bijuu may store no more than 2d6 per tail it possesses.
Fourth tail [Yonbi] |Illusionary Aspect: By waving its Yonbi, a Kitsune can make edits to the world around them. The Kitsune counts as casting Major Image, save that it has a duration of "sustained" and lasts as long as the kitsune maintains the image.
Fifth tail [Goubi] |Flight: By waving its Goubi, a Kitsune replaces its other movement speeds with a Fly speed equal to twice their base land speed with perfect manoeuvrability until their next turn.
Sixth tail [Rokubi] |Dream Manifestation: While it continues to wave its rokubi, a Kitsune projects itself into the dreams of a sleeping being within 30ft. While inside, it may replicate the effects of either a Nightmare or Dream. Saves apply as normal. A given target may be affected by this ability no more than once per night, whether they save or not.
Seventh tail [Shichibi] |Possession: Wrapping its Shichibi around a victim [a Standard action during a Grapple; you don't wave this one], a Kitsune is able to penetrate the mind of it's victim and take possession of it. This ability functions identically to demonic possession [see Fiendish codex 1 or BoVD], save that their body is absorbed into the victim too.
Eighth tail [Hachibi] |World-bending Illusion: By waving its hichibi, the Kitsune is able to distort reality more to its liking, or at least, reality in the eyes of those around it. This functions similarly to the Yonbi's power, but instead mimics the spell Mirage Arcana, with a duration based on how long the user concentrates.
Ninth tail [Kyuubi] |All-knowing: the Kitsune becomes able to perceive a great deal. Legend has it that they become all knowing, while in reality, this is more like a highly efficient form of clairvoyance and clairaudience. The Kitsune becomes able to sense things perfectly, without skill checks out to a 1000ft radius. Beyond this, it may make skill checks as if the distance were 1000ft shorter than it actually is.
|In addition, the Kitsune may concentrate on a known point within 100 miles. It loses its local senses and is able to perceive a 300ft radius around the designated point via remote vision and hearing.
|In both these cases, the Kitsune can wave its tail to grant itself the ability to ignore all magical concealment or disguise, including illusions, phantasms, veils and polymorph effects. All creatures appear in their natural form.[/table]
MV Version:
Ninko [Foxfolk] Racial Traits:
Humanoid [Fox, Yokai]: Ninko are humanoids with the Fox and Yokai subtypes and are treated as humans for most purposes, though see Vulpine Spirit below. A Yokai is similar to a fæ, though they are created from other things that get very old. Yokai are treated as fæ and unholy for purposes of exorcisms and the like.
+2 Dexterity, -2 Constitution. Ninko are quick and agile but not hugely reslient, a remnant of their flimsey vulpine bone structure
Medium
Speed: 40ft
Agile: Whenever it takes a Defence action, the Ninko adds its dexterity modifier to its defence.
Bijuu [Su/Sp]: Ninko, like all Kitsune, are Bijuu and possess one tail. They may select further tails as feats at or beyond 3rd level.
Bite: The Ninko has a pair of fierce jaws that deal 1d6 damage as a natural attack. If you wish to use this in combination with other attacks, it suffers a -5 penalty to hit as a secondary natural attack.
Vulpine Senses: The Ninko have a limited form of Scent that helps little with detection but grants a +8 bonus on Survival checks made to track other creatures when tracking by scent.
Vulpine Spirit: While tricksters, the ninko are still fundamentally foxish in their thinking; they just can't shake it. The ninko can be affected by any spell that can affect animals, though it gains a +5 bonus on saves against these effects unless they also affect humanoids. For similar reason, however, ninko treat all Dexterity and Wisdom based skills as class skills for all classes.
Yokai Resilience: the ninko has DR /Natural equal to its HD. This defence is also ignored by the first blow from freshly washed blades.
Null Class levels: 1 [d8 HD, +0 BAB, +0 Defence, +0 all saves, 4 + Intelligence modifier skill points, one feat]
Favoured Class: None. The downside of the adaptable flighty nature of a kitsune is that they suck at specialising.
The Tails:
Bijuu Tails:
The defining point about bijuu [tailed beasts such as kitsune and bakeneko] are their tails. Each of these tails carries a specific magical power that can be activated at will, usually by waving the tail. Waving the tail is either a Swift action or a Move action. The powers manifest by a tail endure until the next turn of the bijuu unless stated otherwise; at the beginning of her new turn, the bijuu was the option to immediately wave the tail again. If the creature chooses to do so, the effect remains intact and unbroken with no trace of disruption.
Obviously, there are limits to the number of tails that can be waved at any one time, based on the bijuu's actions and they cannot be waved while the bijuu is Stunned, Paralysed or Unconscious.
{table]Tail |Ability
First tail [Ichibi] |Human form: the kitsune can wave its tail to make a change in appearance to a human of their choice; either one seen or an imaginary one. Doing so requires a "tails check" [1d20 + number of tails] against the target's Charisma score. Each point of failure leaves a tell in the disguise. This power grants a +20 bonus to Disguise checks, -5 per tell. This ability lasts for ten minutes and can be renewed with further waves of the tail.
Second tail [Nibi] |Stepping Behind: By waving its nibi, the Kitsune brushes at the edges of the artwork that is reality, making the seams thin and blurry. During any turn that the Kitsune waves this tail, it may Tween as though it were a true Fae with a number of HD equal to twice its total tails.
Third tail [Sanbi] |Foxfire: Foxfire is a kind of magical energy that manifests constantly as an orb balanced on the sanbi of the Kitsune [or sometimes carried in the mouth]. This can be fired as a Standard action; a ranged attack that deals 4d6 damage. Waving the sanbi accumulates additional dice at a rate of two dice per action spent waving. Additional energy dissipates if left unstimulated for a whole round. A bijuu may store no more than 2d6 per tail it possesses.
Fourth tail [Yonbi] |Illusionary Aspect: By waving its Yonbi, a Kitsune can make edits to the world around them. The Kitsune creates a number of glammer aspects equal to the number of tails they possess. Theirs is a limited form of illusion, however, and they can create no more than one creature at a time. For now, refer to the Fear Derrig ability Master of Glammer ability for guidelines (a section on Fae illusions will be nicluded in Fae-o-matic to make this work properly.)
Fifth tail [Goubi] |Flight: By waving its Goubi, a Kitsune replaces its other movement speeds with a Fly speed equal to twice their base land speed with perfect manoeuvrability until their next turn.
Sixth tail [Rokubi] |Dream Manifestation: While it continues to wave its rokubi, a Kitsune projects itself into the dreams of a sleeping being within 30ft. While inside, it may use its Illusionary Aspect ability as a Standard action, creating up to one glammer aspect per HD it possesses. This can be used either to create a Dreamscape or to shape and wander the dreams of the target; this latter option is used to tease facts from the minds of the victim, allowing him to make a Gather Information check on the inside of the victim's mind.
| If you would prefer not to use a Dreamscape, the Kitsune may attempt to inflict any two of Rage, Good Hope, Crushing Despair and/or Fear on the victim. A Will save, DC 10 + number of tails + Charisma modifier, negates both of these effects.
Seventh tail [Shichibi] |Possession: Wrapping its Shichibi around a victim [a Standard action during a Grapple; you don't wave this one], a Kitsune is able to penetrate the mind of it's victim and take possession of it. This ability functions identically to demonic possession [see Fiendish codex 1 or BoVD], save that their body is absorbed into the victim too.
Eighth tail [Hachibi] |World-bending Illusion: By waving its hichibi, the Kitsune is able to distort reality more to its liking, or at least, reality in the eyes of those around it. This ability functions exactly like, and may be combined with, the Yonbi ability to create illusions. In addition, the Kitsune may opt to render a number of aspects semi-real by bending material out of the Hedge to fill in the gaps. Effectively, these sections are actually solid, able to bear weight and stop motion. They have a hardness of 5 and 30 hp per 5ft section. These sections must be assigned when the illusion is maintained each round and cost 1 hp per round [one hit point to have any real sections, not one per section]. Mobile components of the illusion cannot be given substance in this manner.
Ninth tail [Kyuubi] |All-knowing: the Kitsune becomes able to perceive a great deal. Legend has it that they become all knowing, while in reality, this is more like a highly efficient form of clairvoyance and clairaudience. The Kitsune becomes able to sense things perfectly, without skill checks out to a 1000ft radius. Beyond this, it may make skill checks as if the distance were 1000ft shorter than it actually is.
|In addition, the Kitsune may concentrate on a known point within 100 miles. It loses its local senses and is able to perceive a 300ft radius around the designated point via remote vision and hearing.
|In both these cases, the Kitsune can wave its tail to grant itself the ability to ignore all magical concealment or disguise, including illusions, phantasms, veils and polymorph effects. All creatures appear in their natural form.[/table]
A null level is an idea i've been thinking about for a while; basically, they're just Humanoid HD with no good saves and the creature gains one for every LA they would be forced to have. The major weakness early on is that these HD don't come with any weapon proficiencies unless the race comes with some. Main reason for the bite attack, right there.
Shaking Bounds [Kitsune]:
[I] You have learned the art of jumping around erratically in such a way that it shakes your tails to activate your powers and also makes you tricky to hit.
Prerequisites: Kitsune, Nibi, Mobility
Description: When you take your first Shift action of the round, you count as also Waving a tail and taking a Defence action. Further Shifts grant no additional benefits.
Right, these are the abilities I've settled on for now, with the D&D version trimmed down a little to make up for the fact that you can't actually KILL illusions in D&D. Would anyone be willing to make an example character using either a Samural or a Ninja type class for D&D? Level is up to you, but please no more than 9. Need a nice example for Fae-o-matic.