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Kitsune - Fox Form & Rage - Tiny Ball of Fur


Rules Questions

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Grand Lodge

So I have decided to have a bit of fun with a build. I am building a Kitsune Urban Barbarian using the Beast Totem and Elemental Rage lines. I've also decided to use the Fox Form and Swift Change Feats from Kitsune. My Primary equipment purchase will be an Agile Amulet of Mighty Fists.

I know that as a Tiny I will need to take a 5' Step or Attack Of Opportunity to enter an opponents square.

At 4th Level, I will have an 18 Dex, +4 for Rage, +4 Size. My claw attacks will do 1d3+8 and my bite will do 1d3+8 damage, and once per combat I will be able to add 1d6 to all 3 attacks.

My Question is whether the Claws will stack with the Fox Transformation. The Claws don't say they are a polymorph effect, so I wasn't sure.


I am pretty sure claws would stack with fox shape. May I suggest looking at savage barbarian archetype too? An urban savage barbarian may sound silly, but without it you won't have any sort of AC while in fox form once you get to mid-levels.

Grand Lodge

The AC Bonuses for Savage won't help all that much. It's really just a +1 AC until 9th, as I will be taking Beast Totem for +2 Nat AC at 6th that will surpass the Natural Armor of Savage.

I think I will invest in a Wand of Mage Armor instead (Making the character for PFS).

The Exchange

Pathfinder Roleplaying Game Subscriber

you could also invest in Wild armor, as it functions like beast shape (polymorph effect), you can tack that on to some armor and boost your AC at some point.

its cute. definitely worth taking dodge/mobility to help the AC vs the AoOs for moving into people's squares though. possibly the underfoot feats if you can qualify for them somehow.

Grand Lodge

I might get Dodge at 5th when I have an extra feat, but I don't think I'll have the feat for mobility.

On the other hand, I think Lunge at 7th will make the character work. Sure I effectively loose my AC bonus from Size, but get a 5' Reach.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

remember that Lunge only works on your turn - it doesn't let you take AoO's, nor would it let you threaten.

For that matter realize that as a size tiny you won't provide flanking in any case.

Cool concept but there are some drawbacks.


fizzgig

Scarab Sages

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

You should look into a one level mouser swashbuckler dip, and possibly three or four levels of unchained rogue. The mouser gives you the ability to flank and threaten creatures, and u rogue gives you free dex to damage.


Tyal-Kelvar wrote:
I am pretty sure claws would stack with fox shape. May I suggest looking at savage barbarian archetype too? An urban savage barbarian may sound silly, but without it you won't have any sort of AC while in fox form once you get to mid-levels.

They would. As per the polymorph rules, effects that add onto a creature's form specifically stack with polymorph effects.

So, for example, having the 1st-level bloodrager bloodline power from the Draconic bloodline would allow your Fox Form to grow claws while polymorphed because its an add-on to whatever your current form happens to be. But if you were a ranger with the Aspect of the Beast feat, the claws that you gain from Aspect of the Beast don't stack with your polymorph effect because even though those claws are a class option, they're not use activated.


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Pathfinder Adventure Path, Companion Subscriber

Reminds me of an NPC I built for a recent campaign - a skald (VMC witch) with a fox mauler-familiar. Greater Beast Totem on that fox was wicked.


Couple of things, as I play a Fox Shape Kitsune character myself:

5' stepping into a foe's square provokes. If you move or charge into their square, you'll provoke twice.

If you acquire claws, they will work in Fox Shape, barring an exceptionally stingy GM. I have yet to meet a GM who feels they are inappropriate for the form (even if counted as a polymorph effect).

Wild Armor does not work with Fox Shape; it only works with a druid's Wild Shape.

I recommend the Savage Technologist archetype. While raging, they receive Dex and Str... and also don't suffer an AC penalty. Plus, fun stuff with guns if you choose. While they don't get a Con boost, this is actually a good thing as you're less liable to die if knocked unconscious.

You can purchase Barding, but as you are tiny, you'll only receive half the AC benefit. As you need an Agile AoMF you're also going to lack the Natural Armor ammy. You'll probably wind up investing a fair amount into AC as you'll be provoking a lot.

You can't activate most magic items in Fox Shape. This is a major drawback.

The Swashbuckler Mouser archetype is very effective when you're Tiny. Definitely try to grab at least a level of it.


Pathfinder Adventure Path, Companion Subscriber

Unchained barbarians are also Dex-compatible. ^_^


RE: Byakko

A 5' step never provokes. Therefore you do not provoke when entering an opponent's square with a 5' step as a tiny or smaller creature even though such movement normally would.


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Soft foxy, warm foxy, little ball of fur.
Fuzzy foxy, angry foxy, grr, grr, grr.


Trekkie:

It's not the movement from the 5' step which is provoking, but the entering of the enemy creature's square.

In this case, the provocation for entering the enemy's square is the specific, and the 5' step rule is the general.

This also applies for other abilities which trigger off positioning rather than how careful the movement is.
I.e., 5' stepping away from Monkey Shine or Mouser's Underfoot Assault will also provoke.

Scarab Sages Owner - D20 Hobbies

Byakko wrote:
It's not the movement from the 5' step which is provoking, but the entering of the enemy creature's square.

Chalk this up to table variance, as neither side of this question seem willing to accept the other side.

I see both as RAW from different interpretation of the rules.


If the 5' rule were the general for tiny creatures they would never provoke from movement unless they entered someone's square. This is not the case.

In general if a tiny or smaller creature enters another's square it provokes. The exact text from 5' step however is that it "never provokes." This is an application of the specific overriding the general.

Further if tiny creatures specifically could not negate AoOs by 5' stepping there would be specific text saying "this AoO is not negated by a 5' step." That would equally be a case of the specific overriding the general. This is however, not the case.


Trekkie, that doesn't even make sense. Why would tiny creatures never provoke?

As I stated, it's not the 5' step that provokes, it's the entering of the enemy's square.

Again, the 5' step isn't provoking. Entering their square is.


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Kitsune - Fox Form & Rage - Tiny Ball of Fur

Shouldn't that be Tiny ball of Furry?


Trekkie90909 wrote:

If the 5' rule were the general for tiny creatures they would never provoke from movement unless they entered someone's square. This is not the case.

In general if a tiny or smaller creature enters another's square it provokes. The exact text from 5' step however is that it "never provokes." This is an application of the specific overriding the general.

Further if tiny creatures specifically could not negate AoOs by 5' stepping there would be specific text saying "this AoO is not negated by a 5' step." That would equally be a case of the specific overriding the general. This is however, not the case.

A 5' step does not "negate" any AoO. It is a specific action that itself never provokes an AoO. It has no effect on other AoOs that are otherwise provoked.

The rules for small creatures say:

PRD wrote:
Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack in melee. This provokes an attack of opportunity from the opponent.

5' stepping to enter an opponents square does not provoke. Entering the square does. If the tiny creature were to use a normal move to enter the square it would provoke twice, once for moving out of a threatened square and once for entering an opponent's square.


To answer your question: Yes, barbarian totem claws will stack with the fox effect. The claws aren't polymorph effects. The polymorph rules explicitly say that class features that modify your form carry over to the polymorphed form, citing sorcerers growing claws as an example.

The unchained barbarian is very Dex friendly. Ask your GM if he will let you take Deadly Agility from Dreamscarred Press's Path of War. The most balanced Dex-to-damage solution I've seen. A dip in mouser swashbuckler would be a great thematic choice and give you Weapon Finesse for free (though might have to ask your GM to let you apply it to all your natural attacks). Ask if options from Kitsune Compendium are available.

Shadow Lodge

I started an FAQ here for the 5 foot step provoking and why for precisely this reason: I have a similar character i just started.

I'm going to stick urban barbarian, mouser swashbuckler and unchained rogue with the vexing dodger archetype in a blender and see what happens. He moves into your space, gives you a -4 to hit anyone else, and eventually a -6 to hit anyone else and -6+ to hit him.

You can definitely grow the claws. (Polymorph section, magic chapter)

While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function

Scarab Sages

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
BigNorseWolf wrote:

I started an FAQ here for the 5 foot step provoking and why for precisely this reason: I have a similar character i just started.

I'm going to stick urban barbarian, mouser swashbuckler and unchained rogue with the vexing dodger archetype in a blender and see what happens. He moves into your space, gives you a -4 to hit anyone else, and eventually a -6 to hit anyone else and -6+ to hit him.

Make sure to take monkey style too.


Most of these builds tend to converge, despite differences in class levels.

One key challenge is ensuring the foe doesn't simply ignore you. Most intelligent creatures will learn to simply move away from you and attack someone else.

Scarab Sages

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Byakko wrote:

Most of these builds tend to converge, despite differences in class levels.

One key challenge is ensuring the foe doesn't simply ignore you. Most intelligent creatures will learn to simply move away from you and attack someone else.

With Mouser or Monkey Shine, they will provoke when they leave the square. They really won't want to provoke from this little ball of furry death.

Scarab Sages Owner - D20 Hobbies

OldSkoolRPG wrote:
5' stepping to enter an opponents square does not provoke. Entering the square does.

Call it table variance, because while your interpretation is RAW, so is the other.

Quote:

Taking this 5-foot step never provokes an attack of opportunity.

... Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.

Never isn't tied to movement out of a threatened square. Never includes leaving a threatened square and entering an opponent square.

Dark Archive

Here's the Foxy Songbird build I am currently working on (up to level 3). Note that this requires a trait - Adopted, plus the Aasimar one that lets you make a TN/NG Monk, required to be a Monkbarian. Also, it doesn't take Fox Shape until 5, since you're unlikely to have the necessary Agile Amulet of Mighty Fists until this point and you get more mileage out of the other feats. For my other trait, I'm using Dangerously Curious, since you can get a lot of mileage out of wands of things like Mage Armor.

1. Barbarian (Unchained) [Weapon Finesse]
2. Fighter (Unarmed Fighter) [Bonus: Monkey Style]
3. Monk (Master of Many Styles/Kata Master) [Snake Style, Bonus: Snake Fang]
4. Barbarian (Unchained) [Rage Power: Lesser Beast Totem]
5. Monk (MoMS/Kata Master) [Fox Shape, Bonus: Monkey Shine]
6. Swashbuckler (Mouser)

You've got all the core necessities at this point. I'm planning on taking most of the rest of the levels as Barbarian just to get more rounds of Rage, since you need it for your claws (but you are still quite effective even without it making Unarmed Strikes and Bite). Probably another level of Fighter for the level 2 bonus feat. You'll need Combat Reflexes at 7 to fully capitalize on Snake Fang (possibly even push back Monkey Shine and Mouser to get this sooner), and probably Piranha Strike at 9.

This also gets around the AOO issue because you *want* them to be making AOOs, you'll get to counter-attack most of them :)


Imbicatus wrote:
Byakko wrote:

Most of these builds tend to converge, despite differences in class levels.

One key challenge is ensuring the foe doesn't simply ignore you. Most intelligent creatures will learn to simply move away from you and attack someone else.

With Mouser or Monkey Shine, they will provoke when they leave the square. They really won't want to provoke from this little ball of furry death.

Well, they can either:

1) Stay in your square, miss you a bunch, and then receive a full attack from you

or

2) Move away, provoking once, and attack someone else. Then get to take an AoO on you as you reenter their square and make a single attack on them

So yeah, ignoring you is often the best bet.

This can be partially mitigated by things like the "Step Up" chain of feats (although then the discussion of what counts as "adjacent" comes into play; see other threads for details).

Shadow Lodge

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Hence the vexing dodger.

"I move away...

"It comes with you... he's REALLY stuck on your leg...


Nice, I like that.

I don't think the Giant Hunter's Handbook was out when I was designing my fox. I'll have to see if I can squeeze a level of rogue in.

Hmmn... it doesn't say the Vexing Dodger moves with the climbed creature, however. While this is a reasonable assumption to make, if allowed, it does create some bizarre rules situations which may be hard to adjudicate.

Shadow Lodge

Byakko wrote:

Nice, I like that.

I don't think the Giant Hunter's Handbook was out when I was designing my fox. I'll have to see if I can squeeze a level of rogue in.

Hmmn... it doesn't say the Vexing Dodger moves with the climbed creature, however. While this is a reasonable assumption to make, if allowed, it does create some bizarre rules situations which may be hard to adjudicate.

Well, leaving that way won't trigger the mouser ability (because he doesn't leave your square) otherwise its pretty straitforward.

Dark Archive

5 foot step away would be covered by a 5 foot step following (and you get your AOO from Underfoot Assault). For other movement, would Stand Still help? Spend your AOO on a Combat Maneuver to stop their movement before they escape rather than damage (then pummel them with Snake Fang for actual damage). Since you're near full BAB and have +4 from Monkey Shine, you should have a very good chance to succeed.

I guess the question would be if you could use your Underfoot Assault AOO on Stand Still. If they made normal movement, they'd provoke from moving out, but with a Withdraw action, they would get out of your square (you'd ping them for damage but not stop them), then you have no reach. Then again, Withdraw is full round and you can charge back into their square the next round, meaning they don't accomplish anything but moving around while you chip away.

Shadow Lodge

Akari Sayuri "Tiger Lily" wrote:


I guess the question would be if you could use your Underfoot Assault AOO on Stand Still. If they made normal movement, they'd provoke from moving out, but with a Withdraw action, they would get out of your square (you'd ping them for damage but not stop them), then you have no reach. Then again, Withdraw is full round and you can charge back into their square the next round, meaning they don't accomplish anything but moving around while you chip away.

Yes, and that wording looks deliberate.

but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser

emphasis mine. You don't need to succeed on moving you just need to try. It seems to be written specifically for movement stopping attacks to trigger.

Opponent attempts to 5 foot step

AOO goes off

AOO hits

Movement blocker kicks in.

Movement doesn't occur.


Akari, whether Stand Still works involves the much discussed issue of what counts as "adjacent".

Stand Still wrote:
When a foe provokes an attack of opportunity due to moving through your adjacent squares...

If only the squares next to (but not including) your own count as adjacent, then Stand Still won't do you much good. If your square also counts as adjacent for this, then you can stop them.

It's been argued to death several times already. Aka, expect table variation.

Scarab Sages

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Unless you also are an 8th level Order of the Shield Cavalier/Samurai. Then you just have to damage and you don't need to worry about the silly restrictions on Stand Still.

Dark Archive

Yes, I got into that debate about the definition of Adjacent regarding using Step Up for a similar fuzzy foxy purpose. My personal interpretation has always included my own square, but I understand that causes problems for other things. Yet another item in the long list of "we could have used an FAQ on this 4 years ago".

Dark Archive

Aha, found another trick to stack on this. If you're taking Unchained Barbarian levels anyway, you can use the No Escape rage power to chase down the target as an immediate action and end up adjacent to them. This will put you in range to 5 Foot Step into their square when it gets back to your turn.

That said, I'm actually thinking it might be better to stop after Barbarian 2. Take those levels as either Fighter or Swashbuckler, using the bonus feats to make room to get Extra Rage to cover your rounds of rage per day.

Shadow Lodge

Berzerker of the society will net you 2 rounds of rage. You only need to rage when you full attack, that will cut a little bit off of what most barbarians need.

Sovereign Court

My PFoxS is currently level 9, Occultist playtest 7 (level 1 agile rapier? yes please! Transmutation, Abjuration, Conjuration, Necromancy), Mouser Swashbuckler 1, Sacred Fist Warpriest 1 (of Daikitsu!). At one point I had Master of Many Styles Monk instead of Sacred Fist, and 2 levels of Urban Barbarian for the claws.

Mine is a more magical vision of the combat fox.

Table variation is a very real thing. My normal PFS gm does not allow Monkey Shine's effects to happen unless you enter the square via stunning fist. Underfoot Assault got some table variance as well, but usually if I describe that the bonuses for being in the enemies square is a separate paragraph and not dependent on entering via Underfoot Assault I can usually get that bonus. But then they just attack me anyway and ignore my allies. Because of this I am considering dropping it, because the -4 to attack allies hasn't been useful more then once or twice. And it really only locks down 1 enemy. Mind you I am level 9...

I had Monkey Shine for 3 levels, never worked. By that time, I found out that tiny critters can enter enemy squares regardless. So at level 7 I retrained Master of Many Styles Monk for the Sacred Fist Warpriest. It got me some cantrips (notably detect magic), Artifice Blessing (oh who doesn't want to go digging through that mithral door), and flurry so I retrained out the Barbarian for more Occultist. Less raging claw/claw/bite and more fox fist-punching and tumble-butt slamming and dolphin nose strike!-ing. Don't question. Just let it happen. As a side note: going flurry allowed me to take Greater Magic Weapon at Occultist 7, and being able to use Brawling armor enchant on my light armor that is poly'ed into myself so I also get Sacred Fist unarmored Wis-> AC. The Occultist can add Brawling to armor for free... also at level 1. If it doesn't change when the official book comes out, I recommend it as a dip. Early dip gets you an Agile weapon (not amulet of mighty fists sadly) and reduce person immediately, and a late dip gets you Brawling for free. And a few shield/mage armor spells a day. And cure light wounds on your spell list (if you choose conjuration). At level 1 Occultist you choose 2 schools of magic, those are on your lists, everything else isn't. You also gain powers (like, enchanting your heirloom sword with agile, or swift action I give my self expeditious retreat for 1 minute) based on the schools you have.

Reach is an issue. So much so that now that I have Swift change, I am strongly considering walking around with a wand of Long Arm.

More table variation: Since you don't have hands, you can't climb. Jumping? Well you are approximately 2 feet tall, good luck. And no hands, so no catching yourself on a ledge and because of that you need to clear the full height. Sure you get a +4 (or more) from increased speed, but its just an extra foot per +4. For a human with arms? 10' ledge ~DC 8. A tiny quadruped? ~DC 36.

Speaking. This will also be an issue. Unless you feel like yipping at the table no one will really understand your character during combat. Sure there is a ring... Expect table variation. Ghost sounds doesn't work (look up the definition of "Figment"). You can try Message except the part that the spell sends your whispers to someone else... and you can't whisper (in common anyway) as a fox. I got around the communication by picking up a familiar (necromancy implement group) and using speak with master. And then picking a familiar that can speak Common like a Raven (Thrush actually, for me, because more diplomacy for the cute fox!) Expect table variation with Speak with Master as well...

All in all, I like Occultist for this because since its all psychic magic it does not have verbal and somatic components, they are replaced with Thought and Emotion components. So yeah, that fox? Not sure what just happened but I think it just animated Jim, boss... after it chewed its way up his leg...

Grand Lodge

Why not go Slayer/Ranger 2 for Aspect of the Beast: (Claws) instead of Barbarian? Or would they disappear when in Fox Shape?

Shadow Lodge

Quote:
More table variation: Since you don't have hands, you can't climb

Thats beyond ridiculous. As in go home, find the cover of my core rule book, re tape the cover to the core rule book, and then whap them on the head with it levels of ridiculous. I realize that people may not realize that gray foxes are almost arboreal and even red foxes can climb trees, but surely they've heard of cats before?


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Sorry to hear about your GM's overly restrictive reading, Firebug.

A bit of feedback:

"Brawling armor enchant on my light armor that is poly'ed into myself" - this doesn't work. Per transmutation: "...with the exception of armor and shield bonuses, which cease to function". You could get it on some barding, though, I think. Remember any AC bonus is halved for tiny creatures.

Also remember that you can't cast spells while in Fox Shape, barring a lot of investment. I haven't looked at the Psychic stuff in depth yet - could be an interesting option.

I suppose you could try using the Lunge feat for your reach concerns. I prefer just to maintain a high AC. There's a few fairly inexpensive magic items which also can increase your reach.

You can climb without hands, and you should be fairly good at it as you can use Dexterity since you're tiny. Horizontal jumps are also easy. Vertical jumps? Just ride an ally's shoulder.

The ring of eloquence does work, although I prefer to go without. For me, this adds to the fun. I typically bring a piece of paper with a specific set of tail signals for basic communication.

Shadow Lodge

I believe that jumping your own height was a 3.5 thing. I don't see it on the srd.

Sovereign Court

My fox-form PFS guy has just gotten to lvl 4. I used first level for Swash/Mouser, 2nd level for unarmed fighter with monkey style, 3rd level for iroran paladin (for flurry +) and 4th for MoMS monk with monkey shine. AC is around 22 in fox form, before mage armour from wand. Monkey feats can get an extra +4 against guy I'm in. From there, fill up with paladin levels for the self healing (lay on paws!) and extra AC from cha bonus. Plus bonuses to saves as well. Waiting for the agile amulet is annoying, but will come together soon.

Per Occultist for agile - how are you getting that for attacks with the fox form? You can't wield the weapons you enhance and I doubt you can enhance your own unarmed attacks in this way (unlocking my fists legacy legendary powers?!).


Pathfinder Companion Subscriber

Just to let everyone know.

This is a three year old thread.

Scarab Sages

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
London Duke wrote:
Why not go Slayer/Ranger 2 for Aspect of the Beast: (Claws) instead of Barbarian? Or would they disappear when in Fox Shape?

Expect Table variation. I maintain that they would not because the feat is the source of the claws, not your original form. Thus they would be usable while polymorphed just as bloodline claws. Others maintain that the feat adds claws to your original form, and are thus lost while under a polymorph effect.

Check with your GM, and if playing PFS assume the more restrictive ruling.

Dark Archive

blackbloodtroll wrote:

Just to let everyone know.

This is a three year old thread.

Dunno why it got bumped, but since 95% of the actual content is current, I don't see the problem here :)

The reason I avoided Ranger is that as mentioned, by strict reading of the Polymorph rules, it only applies to your base form.

Another claw option: either a Sorcerer dip or Eldritch Heritage for Draconic Bloodline. It's a limited number of rounds per day (3 + CHA), but unlike Rage, you can split the rounds up without fatigue when you're moving around and just use it when you need a damage bump instead of getting locked in for a combat. This could also lead you into Dragon Disciple - parts of it are redundant (you don't need the STR boosts, although they will at least help your CMD), but getting decent BAB as well as spellcasting to pre-buff yourself is fairly attractive.

Scarab Sages

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Akari Sayuri "Tiger Lily" wrote:


The reason I avoided Ranger is that as mentioned, by strict reading of the Polymorph rules, it only applies to your base form.

I don't want to derail this, but I really do believe that the claws granted by Aspect of the Beast should apply. I've been through the arguments before, but if you look at the prerequisites of the feat, you need to be a shapeshifter via wild shape or being a lycanthrope to take the feat (ignoring the cheating rangers.) The feat allows you to grow a pair of claws, just as a sorcerer bloodline. There just isn't any limit to the times per day that you can do so.

That said, as I said before, expect table variation.


Akari Sayuri "Tiger Lily" wrote:
Another claw option: either a Sorcerer dip or Eldritch Heritage for Draconic Bloodline.

Actually, I'd strongly consider EH for Ghoul Sorcerer since then you can start paralyzing your opponents when you hit level 7. That's a *really* good reason for them to not ignore you.

Sovereign Court

Byakko wrote:

"Brawling armor enchant on my light armor that is poly'ed into myself" - this doesn't work. Per transmutation: "...with the exception of armor and shield bonuses, which cease to function".You could get it on some barding, though, I think. Remember any AC bonus is halved for tiny creatures.

Also remember that you can't cast spells while in Fox Shape, barring a lot of investment. I haven't looked at the Psychic stuff in depth yet - could be an interesting option.

The whole rules text quote might be useful:

Transmutation(Polymorph) wrote:
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon.

I read that Armor and Shield bonus are referring specifically to the bonus to AC from Armor and the bonus to AC from Shields. The reason I read it that way, is that it is talking about constant bonuses, the bonus to AC from armor is (essentially) always on therefore a constant bonus. However, since it is 'physically' not providing you armor because its melded you would not longer get the armor bonus. I would argue that an enhancement bonus logically should still apply, but it comes down to how you view a +1 enchantment. Does it produce a field that causes attacks to miss you 5% more of the time, or is it enhancing the armor itself, because its sturdier it wards off the blows better. But an enhancement bonus to Armor is still an Armor bonus so it doesn't apply.

As far as the spellcasting goes, as listed you cannot use anything that has a material component, or anything that has a somatic/verbal component your new form cannot perform. Psychic spells (so far in the playtest anyway) have Thought and Emotion instead of Somatic and Verbal, and these are listed as purely mental actions. IE not dependent on Form. Also, psychic spells only have material components if they have a listed cost. They still retain focus components so you do have to worry about Mage Armor (but who is suspicious of a fox playing with a piece of cured leather?).

Ellias Aubec wrote:
Per Occultist for agile - how are you getting that for attacks with the fox form? You can't wield the weapons you enhance and I doubt you can enhance your own unarmed attacks in this way (unlocking my fists legacy legendary powers?!).

Agile is so you aren't useless until you get an Amulet of Mighty Fists(Agile), or URogue3/etc. Depending on which classes you are using (my BAB wasn't +3 until level 5) you will not be in fox form to for at least several levels. So I was using Legacy weapon for an +0 Agile Rapier. Once I got fox form, I instead shifted the focus into adding +2 Con to my Belt of Dex +2.

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