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View Full Version : Kitsune and Nekomata, as base classes. [PEACH]



Prometheus
2008-01-03, 03:43 PM
This is for a campaign idea from Leliel's thread, where the PCs gradually become Japanese Yokai Spirits. I liked it a lot, and can use it for my own purposes, so I started homebrewing. Below are the Kitsune and the Nekomata, as divine spellcasters of animal form. I also made the Oni (http://www.giantitp.com/forums/showthread.php?t=66344) for the same purpose.

Kitsune:

Alignment: Nonevil
HD: d8
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Dex), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Ride** (Dex), Spellcraft (Int), Spot (Wis), Swim (Str)
**: A kitsune in fox form may make a Ride check instead of its rider.
Skill Points: (2 + Int) (x4 at 1st level).
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+2|
+2|Alternate Form, Bonus Feat, Natural Attack|3|1

2nd|
+1|
+0|
+3|
+3|Strength Bonus|4|2

3rd|
+2|
+1|
+3|
+3|Trip, Natural Armor Bonus|4|2|1

4th|
+3|
+1|
+4|
+4|Bonus Feat,Thousand Faces|5|3|2

5th|
+3|
+1|
+4|
+4|Dexterity Bonus|5|3|2|1

6th|
+4|
+2|
+5|
+5|Standing Leap, Natural Armor Bonus|5|3|3|2

7th|
+5|
+2|
+5|
+5|Dexterity Bonus|6|4|3|2

8th|
+6|
+2|
+6|
+6|Medium Size|6|4|3|3|2

9th|
+6|
+3|
+6|
+6|Strength Bonus, Natural Armor Bonus|6|4|4|3|2|1

10th|
+7|
+3|
+7|
+7|Second Natural Attack|6|4|4|3|3|2

11th|
+8|
+3|
+7|
+7|Bonus Feat|6|5|4|4|3|2|1

12th|
+9|
+4|
+8|
+8|Scent, Natural Armor Bonus|6|5|4|4|3|3|2

13th|
+9|
+4|
+8|
+8|Dexterity Bonus|6|5|5|4|4|3|2|1

14th|
+10|
+4|
+9|
+9|Timeless Body|6|5|5|4|4|3|3|2

15th|
+11|
+5|
+9|
+9|Dexterity Bonus, Natural Armor Bonus|6|5|5|5|4|4|3|2|1

16th|
+12|
+5|
+10|
+10|Third Natural Attack|6|5|5|5|4|4|3|3|2

17th|
+12|
+5|
+10|
+10|Bonus Feat|6|5|5|5|5|4|4|3|2|1

18th|
+13|
+6|
+11|
+11|Large Size, Natural Armor Bonus|6|5|5|5|5|4|4|3|3|2

19th|
+14|
+6|
+11|
+11|Strength Bonus|6|5|5|5|5|5|4|4|3|3

20th|
+15|
+6|
+12|
+12|Flight|6|5|5|5|5|5|4|4|4|4[/table]
Alternate Form: As the Alternate Form (http://www.d20srd.org/srd/specialAbilities.htm#alternateForm) special ability taking the form as a fox. A kitsune's Natural Spell bonus feat applies to its Alternate Form.
A kitsune's base ability scores and natural armor are the same in both forms, but its Strength Bonus, Dexterity Bonus, Natural Armor Bonus, and Size class abilities only apply to its fox form. The size of a kitsune's fox form must be Small, until it gets the Medium Form class ability and the Large Form class ability, enabling it to take the form of a Medium or Large kitsune respectively, if it so desires. A kitsune base speed in fox form is 40 feet, and it increases to 50 feet when it is in a Medium or Large sized fox form.
Spells: A kitsune casts divine spells, which are drawn from the kitsune spell list. To prepare or cast a spell, a kitsune must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a kitsune’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a kitsune can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on table above. In addition, she receives bonus spells per day if she has a high Wisdom score.
Kitsune meditate or pray for their spells. Each kitsune must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a kitsune can prepare spells. A kitsune may prepare and cast any spell on the kitsune spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Kitsune Spell List:0th: Create Water, Cure Minor Wounds, Dancing Lights, Daze, Flare, Ghost Sound, Guidance, Light*, Open, Prestidigitation, Read Magic, Resistance
1st: Bless, Charm Person*, Command, Comprehend Languages, Cure Light Wounds, Detect Undead, Disguise Self, Divine Favor, Endure Elements, Feather Fall, Obscuring Mist, Protection from Evil, Remove Fear, Shocking Grasp, Silent Image, Ventriloquism
2nd: Alter Self, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Eagle's Splendor, Enthrall, Gust of Wind, Hold Person, Invisibility*, Glitterdust, Minor Image, Pyrotechnics, Remove Fear, Resist Energy, Sanctuary, Shatter, Silence, Suggestion, Zone of Truth
3rd: Confusion, Continual Flame, Cure Serious Wounds, Daylight, Fly*, Gaseous Form, Glyph of Warding, Lesser Restoration, Lightning Bolt***, Magic Circle against Evil, Major Image, Prayer, Protection from Energy, Remove Curse, Remove Paralysis, Remove Blindness/Deafness, Sculpt Sound, Searing Light, See Invisibility, Speak with Dead, Tongues ,Water Walk, Wind Wall
4th: Air Walk, Bestow Curse, Charm Monster, Cure Critical Wounds, Death Ward, Freedom of Movement, Glyph of Warding, Greater Invisibility, Polymorph*, Remove Disease, Shout
5th: Atonement, Break Enchantment, Commune, Dispel Evil, Dominate Person, Dream*, Flame Strike, Greater Command, Hold Monster, Magic Jar, Mass Cure Light Wounds, Neutralize Poison, Persistent Image, Restoration
6th: Animate Objects, Greater Glyph of Warding, Heal, Mass Bull's Strength, Mass Cat's Grace, Mass Cure Moderate Wounds, Mislead, Permanent Image, Teleport, True Seeing*, Wind Walk
7th: Antimagic Field, Control Weather, Holy Word, Insanity*, Mass Cure Serious Wounds, Plane Shift, Regenerate
8th: Fire Storm, Holy Aura*, Mass Charm Monster, Mass Cure Critical Wounds, Polymorph Any Object
9th: Astral Projection, Dominate Monster*, Etherealness, Mass Heal, Meteor Swarm
*-Denotes intrinsic spell (see below)
Spontaneous Casting: A kitsune may "lose" any prepared spell in order to cast an intrinsic spell (Light/Charm Person/Invisibility/Fly/Polymorph/Dream/True Seeing/Insanity/Holy Aura/Dominate Monster) of the same spell level or lower. When a kitsune gains the Flight class ability, it may decide to make Lightning Bolt an intrinsic spell instead of Fly.
Natural Attack: Although a kitsune cannot use manufactured weapons in fox form, it can use natural attacks (and is proficient with them). It first receives a bite (primary), than two rakes (secondary) as it advances each dealing a base damage of 1d6 in small fox form, 1d8 in medium fox form, and 2d6 in large fox form.
Trip: As the Wolf's Trip (http://www.d20srd.org/srd/monsters/wolf.htm) special ability: A kitsune in fox form that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the kitsune in fox form.
Bonus Feat:A kitsune receives one of the following bonus feats that it can only access in fox form, even if it doesn't meet the prerequisites. Alertness, Athletic, Dodge, Endurance, Improved Natural Armor, Improved Natural Attack, Multiattack, Run, Stealthy, Toughness, Track, Skill Focus(any class skill)
A Thousand Faces: As the Druid class ability (http://www.d20srd.org/srd/classes/druid.htm#aThousandFaces).
Strength Bonus/Dexterity Bonus/Natural Armor Bonus: +1 racial bonus that applies only in fox form - see also Alternate Form.
Standing Leap: A kitsune can always make a jump check as if she had moved at least 20 feet.
Medium Size: A kitsune can take the form of a medium fox. It's base damage for its natural attacks increases to 1d8, it receives a +2 bonus to Strength and a -2 bonus to Dexterity, and its base speed is 50 ft - see also Alternate Form.
Large Size: A kitsune can take the form of a large fox. It's base damage for its natural attacks increases to 2d6, it receives a +4 bonus to Strength and a -4 bonus to Dexterity, and its base speed is 50 ft - see also Alternate Form.
Scent:A kitsune in fox form receives the Scent (http://www.d20srd.org/srd/specialAbilities.htm#scent) special ability.
Timeless Body: As the Druid class ability (http://www.d20srd.org/srd/classes/druid.htm#druidTimelessBody). A kitsune's tail becomes forked in fox form.
Flight: A kitsune gains a speed of 60 feet fly (perfect) in fox form. A kitsune may decide to make Lightning Bolt an intrinsic spell instead of Fly.


Nekomata:

As the kitsune (above), with the following changes:
Alignment: Nongood
Alternate Form:A nekomata takes the form of a cat instead of a fox.
Natural Attacks:Instead of a bite followed by two rakes, a cat recieves a primary claw attack, a secondary claw attack, and then a secondary bite.
3rd level ability: substitute Improved Grab (http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab) special ability for Trip, it must hit with its claw attack.
Nekomata Spell List:
0th: Close, Create Water, Dancing Lights, Daze, Ghost Sound, Guidance, Flare, Inflict Minor Wounds, Light*, Prestidigitation, Read Magic, Resistance
1st: Bane, Cause Fear*, Charm Person, Chill Touch, Command, Comprehend Languages, Deathwatch, Detect Undead, Disguise Self, Doom, Endure Elements, Feather Fall, Glitterdust, Hide from Undead, Inflict Light Wounds, Obscuring Mist, Protection from Good, Silent Image, Ventriloquism,
2nd: Alter Self, Bull's Strength, Cat's Grace, Darkness, Death Knell, Eagle's Splnendor, Gentle Repose, Gust of Wind, Hold Person, Inflict Moderate Wounds, Invisibility*, Minor Image, Pyrotechnics, Resist Energy, Scare, Shatter, Undetectable Alignment,
3rd: Animate Dead, Bestow Curse, Blindness/Deafness, Confusion, Deeper Darkness, Fireball***, Fly*, Gaseous Form, Inflict Serious Wounds, Magic Circle against Good, Major Image, Protection from Energy, Sculpt Sound, See Invisibility, Speak with Dead, Tongues, Water Walk, Wind Wall
4th: Air Walk, Charm Monster, Inflict Critical Wounds, Freedom of Movement, Glyph of Warding, Greater Invisibility, Polymorph*, Shout,
5th: Atonement, Commune, Dispel Good, Dominate Person, Dream, Flame Strike, Greater Command, Hold Monster, Mass Inflict Light Wounds, Magic Jar, Nightmare*, Persistent Image, Slay Living,
6th: Animate Objects, Create Undead, Eyebite, Greater Glyph of Warding, Harm, Mass Bull's Strength, Mass Cat's Grace, Mass Inflict Moderate Wounds, Mislead, Permanent Image, Teleport, True Seeing*, Wind Walk
7th: Antimagic Field, Blasphemy, Control Weather, Mass Inflict Serious Wounds, Insanity*, Plane Shift, Regenerate,
8th: Fire Storm, Mass Charm Monster, Mass Inflict Critical Wounds, Polymorph Any Object, Unholy Aura*,
9th: Astral Projection, Dominate Monster*, Energy Drain, Etherealness, Meteor Swarm
*-Denotes intrinsic spell
Spontaneous Casting: A nekomata may "lose" any prepared spell in order to cast an intrinsic spell (Light/Cause Fear/Invisibility/Fly/Polymorph/Nightmare/True Seeing/Insanity/Unholy Aura/Dominate Monster) of the same spell level or lower. When a kitsune gains the Flight class ability, it may decide to make Fireball an intrinsic spell instead of Fly.

dukexx
2008-01-04, 02:46 PM
Kitsune's large size says it can become medium sized.
other than the typo, nice idea.

SCPRedMage
2008-01-06, 08:21 AM
Actually, I find it amusing that the Kitsune doesn't have Fox's Cunning on it's spell list...

EDIT: Oh, and you might want to clarify "Unbounded Leap". The 3.5e rules don't actually put any distance limits on jumps; so long as you can make the Jump DCs, you can make the jump.

Prometheus
2008-01-07, 09:29 AM
Actually, I find it amusing that the Kitsune doesn't have Fox's Cunning on it's spell list...

EDIT: Oh, and you might want to clarify "Unbounded Leap". The 3.5e rules don't actually put any distance limits on jumps; so long as you can make the Jump DCs, you can make the jump.
I was thinking about Fox's Cunning, I really was. I think it is a difference between the Western and Eastern fox. West is smart, East is wise or charismatic.

Standing Leap is more fun anyway.

ZeroNumerous
2008-01-07, 09:58 AM
Eastern foxes are intelligent as well. At least, more so than most humans.