Naali ('na:li) - A Kitsune Variant (CC Welcomed)


Homebrew and House Rules


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This is a subrace idea I had after seeing the Sal'awaan in Wayfinder #12 (from whom I took and slightly modified Acute Sense Racial Trait. It's meant to be a rarely seen variance of the kitsune, more in tune with the Fox and it's environment.

NAALI
This subrace lives in a harsher more isolated environment and are a bit more wild (but not feral). They don't interact as much with other races (they don't run into them as often) and have more of a outdoorsmen/survivalist outlook in life.

And over time, this subrace having lost their ability to assume human form in favor of their fox form, which is better adapted for survival in these harsh environment.

Physical Description: Naali are similar to Kitsune in height and size. They biggest difference between the two is the coat. A Naali will be greyish-brown in the Summer and white in the Winter (with a mix of both color when shedding in Spring and Fall)

Society: Naali will either live in small family groups, usually a mated pair with their children or roaming around alone or in pair (very common with young male). Despite this loose community lifestyle, Naali will always offer hospitality or aid to other Naali they encounter and most falily groups meet on a semi-regular basis.

Relations: Naali rarely interact with other races. They are more likely to Interact with the Snowcaster Elves and Northern Dwarves than with the Human population of the North. Other races are approched cautiously.

Alignment and Religion: Somewhat paradoxal, Naali are individualist and self-sufficant, but will go to great length to aid other of their kind. Thus most tend towards Neutral. They are not a very religious race, but those that do tends toward Deities related to Survival and Nature.

Adventurers: Naali adventurers are rare, despite the fact that a fair number of Naali have adventurer classes. Naali adventurers tends to be younger males that are lead by curiosity and wanderlust. Naali tend towards classes such as Hunter, Druid and Shaman

Naali Racial Traits
All Naali are humanoids with the kitsune and shapechanger subtypes. They have the following racial traits.
+2 Dex, +2 Wis, -2 Str Naali are agile and wise, but tend to be physically weak.
Medium: Naali are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Naali have a base speed of 30 feet.
Low-Light Vision (Ex): Naali can see twice as far as humans in conditions of dim light.
Fox Shape (Su): You can take the form of a Arctic fox (Reign of Winter Payer's Guide, page 10) whose appearance is static and cannot be changed each time you assume this form. Your bite attack’s damage is reduced to 1d3 points of damage on a hit, but you gain a +10 racial bonus on Disguise checks made to appear as a fox. Changing from Naali to fox shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.
Natural Weapon (Ex): A Naali has a bite attack in its natural form. This bite deals a base of 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the Naali wields a manufactured weapon.
Camouflage: Naali gain a +4 racial bonus on Stealth checks while in Cold Terrain type (ice, glaciers, snow, and tundra).
terrain type.
Jumper (Ex):Naali are always considered to have a running start when making Acrobatics checks to jump. Furthermore, Naali receive a +s racial bonus on Acrobatics(Jumping) checks. They do not gain this bonus for other types of acrobatic checks.
Acute Senses (Ex): Naali receive a +4 on checks to locate noises within 30 feet. Additionally, they can hear ultrasonic noises normally only audible to canines, such as dog whistles.
Endure Cold (Su): Naali suffers no harm from being in a cold environment. It can exist comfortably in conditions between –60 and 100 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected.
Languages: Naali begin play speaking Common and Foxspeech. Naali with high Intelligence scores can choose from the following: Any local Human tongues, Aquan, Draconic, Dwarven, Elven, Giants.

Alternate Racial Traits
Naali Magic (Ex/Sp): Naali add +1 to the DC of any saving throws against pattern spells that they cast. Naali with a Charisma score of 11 or higher gain the following spell-like ability: 3/day— Aurora Borealis (Strange, shifting curtains of color, akin to an aurora borealis, manifest in the sky but are visible only to those in an area equal to CL × 10 feet in radius. Every creature in this area must make a Will save (DC 10 + CL) or be dazed by the shifting colors for 1 round. The colors persist for 1 round per CL. Creatures must make a new save each round to avoid becoming dazed. This is a mind-affecting pattern effect.). This Trait replaces Endure Cold.
Fast Shifter (Su): You were born with an innate talent for switching between your natural forms. Using your racial Fox shape ability is a move action instead of a standard action. This racial trait replaces Jumper.

Favorite Class:
Hunter
Druid
Shaman
(I'm also considering Ranger, Oracle and Witch)

Kitsune/Naali Racial Feat allowed

Swift Kitsune Shapechanger (Kitsune)
You can change shape more quickly than most Naali.
Special: A kitsune may select this feat any time she would gain a feat.
Prerequisites: Dex 13, base attack bonus +6, kitsune.
Benefit: You can assume fox or kitsune form as a swift action.
Normal: A kitsune’s change shape ability is a standard action.

Vulpine Pounce (Combat, Kitsune)
You can change shape mid-charge and pounce on an opponent in the same round.
Special: A kitsune may select this feat any time she would gain a feat.
Prerequisites: Swift Kitsune Shapechanger, base attack bonus +10, kitsune.
Benefit: When you change shape into your kitsune form and use the charge action in the same round, you can make a full attack against your opponent.

RPG Superstar Season 9 Top 16

Looks neat overall. However, there's a few issues.

The Jumper trait text looks rather butchered. What's the bonus on it? Also, there's no such skill as Acrobatics (jump). Say "Acrobatics checks to jump."

Keep in mind that fox shape is rather powerful since turning into an animal at-will with all of the ability score adjustments and abilities is not a 1st level ability. I think it's fine as is, but just keep that mind when considering revisions for this race.

Naali Magic alternate trait is broken. The DC for this ability is wrong as spell-like abilities should always have a DC = 10 + spell level + casting ability score modifier. The ability is also really powerful. A big area effect that forces a save each round to avoid getting dazed should be a 2nd or 3rd level spell. And this race can cast three of them each day. Even if they could only cast it once per day, it's still much more powerful than the trait this alternate trait replaces.


Cyrad wrote:
Looks neat overall. However, there's a few issues.

I,m glad to see that overall it looks neat. I figured there would be a few issues as I,m fairly new to the system.

Cyrad wrote:


The Jumper trait text looks rather butchered. What's the bonus on it? Also, there's no such skill as Acrobatics (jump). Say "Acrobatics checks to jump."

How about this for a rewrite:

Jumper (Ex): Naali are skilled jumpers and this ability gives them two distinct advantages. The first advantage is that they are always considered to have a running start when making Acrobatics checks to jump. The second advantage is that Naali receive a +2 racial bonus on Acrobatics checks to jump.

Cyrad wrote:


Keep in mind that fox shape is rather powerful since turning into an animal at-will with all of the ability score adjustments and abilities is not a 1st level ability. I think it's fine as is, but just keep that mind when considering revisions for this race.

I'll keep it for now, but I will keep your word of caution in mind and if needed I will do some rewrite on it.

Cyrad wrote:


Naali Magic alternate trait is broken. The DC for this ability is wrong as spell-like abilities should always have a DC = 10 + spell level + casting ability score modifier. The ability is also really powerful. A big area effect that forces a save each round to avoid getting dazed should be a 2nd or 3rd level spell. And this race can cast three of them each day. Even if they could only cast it once per day, it's still much more powerful than the trait this alternate trait replaces.

This was one of the primal Magic result from Inner Sea Magic that fit thematically with the Arctic setting. If I were to bring these modification:

1) Reduce the Area of effect to half your CL (min 1) X 5 feet;
2) Modify the DC for the Will Save to 10+ Ability Score Modifier), and;
3) Each creature in the area (or entering) the area only need to do 1 save (rather then the original 1 save per round).

Is it better, or still too powerful?

Here would be the rewritten ability:
Naali Magic (Ex/Sp): Naali add +1 to the DC of any saving throws against pattern spells that they cast. Naali with a Charisma score of 11 or higher gain the following spell-like ability: 3/day— Aurora Borealis (Strange, shifting curtains of color, akin to an aurora borealis, manifest in the sky but are visible only to those in an area equal to (1/2*CL (min. 1)) × 5 feet in radius. Every creature in (or enetering) this area must make a Will save (DC 10 + Casting Ability score modifier) or be dazed by the shifting colors for 1 round. The colors persist for 1 round per CL. his is a mind-affecting pattern effect). This Trait replaces Endure Cold.

RPG Superstar Season 9 Top 16

Naali Magic is still too strong. It really shouldn't be any better than a 1st level spell. A continual area effect daze is more powerful than a 1st level spell. And definitely more powerful than an ability that will only be useful in a campaign that frequently has adventures in extreme cold climates. It also doesn't make much that only people within the area can see it, which turns this into quite a deadly trap.

Also, the DC should be 11 + Charisma modifier. All spell-like abilities need a caster level, and the fact that you need 11 Charisma indicates this is a 1st level spell-like ability that uses Charisma.


Ok. I see what you mean.

One option, would be to make it a flat 10 feet radius AOE. And maybe give it a 1 round duration (like the 0 level spell Daze)...or maybe a slightly longer duration and only creatures of 4HD or less would be affected.

Second option would be to have a the same visual effects but a different spell effect maybe something similar to Color Spray or Faerie Fire.

I would like to have something a bit different than Dancing Light but will revert back to it if needed.

I'm also open for idea for the spell effect.


Here's a new version of Naali Magic. Rather than the initial Daze effect, I'm changing it to a reskinned Faerie Fire Spell. Same effect, slightly different mechanic.

Naali Magic (Ex/Sp): Naali add +1 to the DC of any saving throws against pattern spells that they cast. Naali with a Charisma score of 11 or higher gain the following spell-like ability: 3/day— Aurora Borealis (Strange, shifting curtains of color, akin to an aurora borealis, manifest in the sky but are visible only to those in an area equal to 15 feet in radius from the centre (or focal) point. Every creature near the focal point of this area (within 5 feet radius of it) are affected as if they were under the effect of a Faerie Fire spell. The colors persist for 1 round per CL. This spell is an evocation [Light] effect). This Trait replaces Endure Cold.

What do you think? Better?

Now I need to figure out the bonus for Favored Classes


Here is the second/updated version of the Naali, including the favored class option (I looked up what was done before and choose what felt to the a good fit).

CC are always welcomed.

NAALI
This subrace lives in a harsher more isolated environment and are a bit more wild (but not feral). They don't interact as much with other races (they don't run into them as often) and have more of an outdoorsmen/survivalist outlook in life.

And over time, this subrace having lost their ability to assume human form in favor of their fox form, which is better adapted for survival in these harsh environment.

Physical Description: Naali are similar to Kitsune in height and size. They biggest difference between the two is the coat. A Naali will be greyish-brown in the Summer and white in the Winter (with a mix of both color when shedding in Spring and Fall)

Society: Naali will either live in small family groups, usually a mated pair with their children or roaming around alone or in pair (very common with young male). Despite this loose community lifestyle, Naali will always offer hospitality or aid to other Naali they encounter and most family groups meet on a semi-regular basis.
Relations: Naali rarely interact with other races. They are more likely to Interact with the Snowcaster Elves and Northern Dwarves than with the Human population of the North. Other races are approached cautiously.

Alignment and Religion: Somewhat of a paradoxe, Naali are individualist and self-sufficient, but will go to great length to aid other of their kind. Thus most tend towards Neutral. They are not a very religious race, but those that do tend toward Deities related to Survival and Nature.

Adventurers: Naali adventurers are rare, despite the fact that a fair number of Naali have adventurer classes. Naali adventurers tend to be younger males that are led by curiosity and wanderlust. Naali tend towards classes such as Hunter, Druid and Shaman

Naali Racial Traits
All Naali are humanoids with the Kitsune and shapechanger subtypes. They have the following racial traits.
+2 Dex, +2 Wis, -2 Str Naali are agile and wise, but tend to be physically weak.
Medium: Naali are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Naali have a base speed of 30 feet.
Low-Light Vision (Ex): Naali can see twice as far as humans in conditions of dim light.
Fox Shape (Su): You can take the form of an Arctic fox (Reign of Winter Payer's Guide, page 10) whose appearance is static and cannot be changed each time you assume this form. Your bite attack’s damage is reduced to 1d3 points of damage on a hit, but you gain a +10 racial bonus on Disguise checks made to appear as a fox. Changing from Naali to fox shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.
Natural Weapon (Ex): A Naali has a bite attack in its natural form. This bite deals a base of 1d4 points of damage on a hit. This is a primary attack or a secondary attack if the Naali wields a manufactured weapon.
Camouflage: Naali gain a +4 racial bonus on Stealth checks while in Cold Terrain type (ice, glaciers, snow, and tundra).
terrain type.
Jumper (Ex): Naali are skilled jumpers and this ability gives them two distinct advantages. The first advantage is that they are always considered to have a running start when making Acrobatics checks to jump. The second advantage is that Naali receive a +2 racial bonus on Acrobatics checks to jump.
Acute Senses (Ex):Wayfinder #12 Naali receive+4 on checks to locate noises within 30 feet. Additionally, they can hear ultrasonic noises normally only audible to canines, such as dog whistles.
Endure Cold (Su): Naali suffers no harm from being in a cold environment. It can exist comfortably in conditions between –60 and 100 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected.
Languages: Naali begin play speaking Common and Foxspeech. Naali with high Intelligence scores can choose from the following: Any local Human tongues, Aquan, Draconic, Dwarven, Elven, Giants.

Alternate Racial Traits
Naali Magic (Ex/Sp): Naali add +1 to the DC of any saving throws against pattern spells that they cast. Naali with a Charisma score of 11 or higher gain the following spell-like ability: 3/day— Aurora Borealis (Strange, shifting curtains of color, akin to an aurora borealis, manifest in the sky but are visible only to those in an area equal to 15 feet in radius from the centre (or focal) point. Every creature near the focal point of this area (within 5 feet radius of it) are affected as if they were under the effect of a Faerie Fire spell. The colors persist for 1 round per CL. This spell is an evocation [Light] effect). This Trait replaces Endure Cold.
Fast Shifter (Su): You were born with an innate talent for switching between your natural forms. Using your racial Fox shape ability is a move action instead of a standard action. This racial trait replaces Jumper.

Favorite Class:
Druid Add a +½ bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
Hunter Increase the natural armor bonus of the hunter’s animal companion by +1/4. If the hunter replaces her animal companion, the new companion gains this natural armor increase.
Ranger Add a +½ bonus on Perception and Survival checks made in Cold terrain type.
Shaman The shaman gains ⅙ of a new shaman hex. This hex must be one granted by the shaman's spirit rather than one from a wandering spirit.
Oracle Add +½ to the oracle’s level for the purpose of determining the effects of one revelation.
Witch Add +5 feet to the range of one hex with a range other than “touch.”

Kitsune/Naali Racial Feat allowed
Swift Kitsune Shapechanger (Kitsune)

You can change shape more quickly than most Naali.
Special: A Kitsune may select this feat any time she would gain a feat.
Prerequisites: Dex 13, base attack bonus +6, Kitsune.
Benefit: You can assume fox or Kitsune form as a swift action.
Normal: A Kitsune’s change shape ability is a standard action.

Vulpine Pounce (Combat, Kitsune)
You can change shape mid-charge and pounce on an opponent in the same round.
Special: A Kitsune may select this feat any time she would gain a feat.
Prerequisites: Swift Kitsune Shapechanger, base attack bonus +10, Kitsune.
Benefit: When you change shape into your Kitsune form and use the charge action in the same round, you can make a full attack against your opponent.


A bit of a shameless bump, but I'm still interested to hear what you, the community, think of the revised (post #7) version of the Naali.

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