Vastly
2013-05-30, 10:00 AM
EDIT: Added build to main post. Suggestions and advice are still welcome!
So I received a boon to play a Kitsune in PFS, and considering I tend to play face characters and casters, I figure it a good opportunity to play an enchanter.
While trying to figure out what to make my kitsune, I looked up real world fox based myths, and found the Nguruvilu, which means Fox Snake. Its a mythical creature from south Chile that lived in rivers and would lure people into the river with calm waters, it would then drown them and have a tasty meal. I'm going to focus on the snake and lure/trickery portion of the myth.
The portion of the build I have figured out is as follows:
Bloodline: Serpentine
Feats: Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Varisian Tattoo (Enchantment)
Priority Skills: Diplomacy, Bluff, Perception, and/or Sense Motive
Favored Class Bonus: +1/4 enchantment spell DC (too good to not pick)
Things I'm uncertain of or am considering:
Archetypes: I was thinking Tattooed Sorcerer and/or Crossblooded (Infernal, Fey, Groveborn, Maestro), not sure either is worth it
Feats: Eldritch Heritage (Aquatic) line of feats, (this would tie in with the fact that the Nguruvilu lived in water, without it being the focus of the character, and telepathy at lvl 11 would be a fantastic ability for an enchanter.) Other then that Spell Pen, Greater Spell Pen, and Metamagic feats (unsure of which ones).
Traits: No clue
Stats: Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 18. Would it be worth it in this case to go with a base 20 Charisma?
Skills: I generally like having UMB, Spellcraft and at least 1 knowledge skill, but I just don't see me having enough skill points.
I'm also unsure of what items to pursue, and which spells to pick beyond those of the enchantment school. Part of me almost wants to just go full enchantment and use wands/scrolls to full fill my needs in other schools.
Any thoughts are welcome, thanks!
EDIT: Added build to main post. Suggestions and advice are still welcome!
This is base stats, straight class features and abilities with no items calculated in.
Stats
Str 8
Dex 12
Con 12
Int 14
Wis 10
Cha 22
Fort: +4, Ref: +4, Will: +8
BAB: +5
Race
Kitsune
+2 Dex and Cha, -2 Str
Low-Light Vision (Ex)
Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Agile (Ex): +2 racial bonus on Acrobatics checks.
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Languages: Common, Sylvan, Tian, Tengu
Traits
Suspicious: +1 Sense Motive, is a class skill
Mind over Matter (Lantern Lodge): +1 Will Saves
Skills
Bluff 11 (+23)
Diplomacy 11 (+20)
Sense Motive 11 (+19)
Spellcraft 11 (+16)
Feats
1. Spell Focus (Enchantment): +1 DC enchantment spells
3. Realistic Likeness: +10 Disguise checks to look like a specific person
5. Greater Spell Focus (Enchantment): +1 DC enchantment spells
7. Fox Shape: Turn into a fox at will
9. Still Spell: +1 spell level, spell no longer require somatic components
11. Spell Penetration: +2 caster level to overcome SR
Abilities
[11] Sorcerer (Serpentine)
1. Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
Eschew Materials: Spells cast no longer require non-costly spell components.
Serpent’s Fang (Ex): Gain bite attack with poison.
3. Serpent Friend (Ex): Gain ability to speak with reptiles at will and a viper familiar with abilities at sorcerer lvl -2.
7. Bloodline Feat: Silent Spell: +1 spell level, spell cast no longer has verbal component
9. Snakeskin (Ex): Gain +1 natural armor, +2 on saves against poison, and +2 on Escape Artist checks.
Spells (DC of lvl 0 spells = 21)
1. Known: 5
Hypnotism (Bloodline)
Sleep (change out at 4th lvl for a spell below)
Magic Missile
Charm Person
Silent Image
Obscuring Mist
Grease
2. Known: 5
Delay Poison (Bloodline)
Glitterdust
Mirror Image
Hideous Laughter
Alter Self
Invisibility
3. Known: 4
Summon Monster III (Bloodline - reptiles only)
Suggestion
Haste
Hold Person
Heroism
4. Known: 3
Poison (Bloodline)
Overwhelming Grief
Black Tentacles
Dimension Door
5. Known: 2
Hold Monster (Bloodline)
Dominate Person
Wall of Force
So I received a boon to play a Kitsune in PFS, and considering I tend to play face characters and casters, I figure it a good opportunity to play an enchanter.
While trying to figure out what to make my kitsune, I looked up real world fox based myths, and found the Nguruvilu, which means Fox Snake. Its a mythical creature from south Chile that lived in rivers and would lure people into the river with calm waters, it would then drown them and have a tasty meal. I'm going to focus on the snake and lure/trickery portion of the myth.
The portion of the build I have figured out is as follows:
Bloodline: Serpentine
Feats: Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Varisian Tattoo (Enchantment)
Priority Skills: Diplomacy, Bluff, Perception, and/or Sense Motive
Favored Class Bonus: +1/4 enchantment spell DC (too good to not pick)
Things I'm uncertain of or am considering:
Archetypes: I was thinking Tattooed Sorcerer and/or Crossblooded (Infernal, Fey, Groveborn, Maestro), not sure either is worth it
Feats: Eldritch Heritage (Aquatic) line of feats, (this would tie in with the fact that the Nguruvilu lived in water, without it being the focus of the character, and telepathy at lvl 11 would be a fantastic ability for an enchanter.) Other then that Spell Pen, Greater Spell Pen, and Metamagic feats (unsure of which ones).
Traits: No clue
Stats: Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 18. Would it be worth it in this case to go with a base 20 Charisma?
Skills: I generally like having UMB, Spellcraft and at least 1 knowledge skill, but I just don't see me having enough skill points.
I'm also unsure of what items to pursue, and which spells to pick beyond those of the enchantment school. Part of me almost wants to just go full enchantment and use wands/scrolls to full fill my needs in other schools.
Any thoughts are welcome, thanks!
EDIT: Added build to main post. Suggestions and advice are still welcome!
This is base stats, straight class features and abilities with no items calculated in.
Stats
Str 8
Dex 12
Con 12
Int 14
Wis 10
Cha 22
Fort: +4, Ref: +4, Will: +8
BAB: +5
Race
Kitsune
+2 Dex and Cha, -2 Str
Low-Light Vision (Ex)
Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Agile (Ex): +2 racial bonus on Acrobatics checks.
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Languages: Common, Sylvan, Tian, Tengu
Traits
Suspicious: +1 Sense Motive, is a class skill
Mind over Matter (Lantern Lodge): +1 Will Saves
Skills
Bluff 11 (+23)
Diplomacy 11 (+20)
Sense Motive 11 (+19)
Spellcraft 11 (+16)
Feats
1. Spell Focus (Enchantment): +1 DC enchantment spells
3. Realistic Likeness: +10 Disguise checks to look like a specific person
5. Greater Spell Focus (Enchantment): +1 DC enchantment spells
7. Fox Shape: Turn into a fox at will
9. Still Spell: +1 spell level, spell no longer require somatic components
11. Spell Penetration: +2 caster level to overcome SR
Abilities
[11] Sorcerer (Serpentine)
1. Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
Eschew Materials: Spells cast no longer require non-costly spell components.
Serpent’s Fang (Ex): Gain bite attack with poison.
3. Serpent Friend (Ex): Gain ability to speak with reptiles at will and a viper familiar with abilities at sorcerer lvl -2.
7. Bloodline Feat: Silent Spell: +1 spell level, spell cast no longer has verbal component
9. Snakeskin (Ex): Gain +1 natural armor, +2 on saves against poison, and +2 on Escape Artist checks.
Spells (DC of lvl 0 spells = 21)
1. Known: 5
Hypnotism (Bloodline)
Sleep (change out at 4th lvl for a spell below)
Magic Missile
Charm Person
Silent Image
Obscuring Mist
Grease
2. Known: 5
Delay Poison (Bloodline)
Glitterdust
Mirror Image
Hideous Laughter
Alter Self
Invisibility
3. Known: 4
Summon Monster III (Bloodline - reptiles only)
Suggestion
Haste
Hold Person
Heroism
4. Known: 3
Poison (Bloodline)
Overwhelming Grief
Black Tentacles
Dimension Door
5. Known: 2
Hold Monster (Bloodline)
Dominate Person
Wall of Force