| Shalafi2412 |
Now that the Races book is out and I have access to great kitsune feats and abilities I have been given permission to re-do my wizard/monk into a sorcerer/monk. I am thinking of going fey bloodline, it seems to fit with what the kitsune are. Are there any suggestions for spells that might help.
He would be a 3rd level sorcerer/1st level martial artist monk.
| Maggiethecat |
Since Kitsune get to add +1 to the DC of any Enchantment spells they cast, and the fey bloodline adds +2 to the DC of Compulsion spells, you'll want to have at least one of those for every spell level. Sleep is probably your best 1st level spell at low levels, but at level 4 it will be starting to lose its usefulness. Charm Person, Hideous Laughter, Hold Person/Monster, Suggestion, Deep Slumber, Confusion, Dominate Person, etc. will all be good. Of course, Spell Focus and Greater Spell Focus will also be good, if you can spare the feats. My husband made a 1st level Kitsune sorceress whose DC for Sleep at level 1 is 19.
| Shalafi2412 |
Since Kitsune get to add +1 to the DC of any Enchantment spells they cast, and the fey bloodline adds +2 to the DC of Compulsion spells, you'll want to have at least one of those for every spell level. Sleep is probably your best 1st level spell at low levels, but at level 4 it will be starting to lose its usefulness. Charm Person, Hideous Laughter, Hold Person/Monster, Suggestion, Deep Slumber, Confusion, Dominate Person, etc. will all be good. Of course, Spell Focus and Greater Spell Focus will also be good, if you can spare the feats. My husband made a 1st level Kitsune sorceress whose DC for Sleep at level 1 is 19.
WOW! How did he manage that?
| Shalafi2412 |
Kitsunes make FANTASTIC SORCERERS!
I've got a scantly clad, blue-furred, tattooed, female Kitsune sorceress using a home-brew Boreal Bloodline named Kurisutaru!
She KICKS MAJOR AMOUNTS OF ENEMY ASS!
Er...FREEZES maybe a better description actually.
^_~
Can you post her on her so we can see how you built her?
| Shalafi2412 |
dunebugg wrote:That's positively obscene.In the ARG, Kitsune get favored class bonus for Sorcerer that gives +1/4 DC to enchantment spells. So, every 4 levels goes up by 1 :)
I was going to play one.. but I hate knowing only 1-2 spells a level (for highest ones) /wrist
It is great!
| Berselius |
Can you post her on her so we can see how you built her?
Sure but you won't be able to get her known spells without seeing the homebrew Boreal Bloodline I cooked up so I'll include that too. I can't include her skills though as I've worked on this for three days now. Anywho, here she is:
Kurisutaru
CG Female Kitsune Sorcerer 17
Abilities: Str 8, Dex 14, Con 12, Int 14, Wis 14, Cha 28
Feats: Combat Casting, Eldritch Heritage (arcane bond [bonded item]), Elemental Focus (cold), Improved Counterspell, Improved Eldritch Heritage (metamagic adept), Improved Initiative, Maxmize Spell, Quicken Spell, Skill Focus (Knowledge [Spellcraft]), Skill Focus (Spellcraft), Spell Penetration
8th (5/day)–discern location, mind blank, polar ray
7th (7/day)— control weather, greater teleport, mage's magnificent mansion, protection from elements (mass)
6th (7/day)— freezing sphere, contingency, stone to flesh, true seeing
5th (8/day)— break enchantment, cone of cold, sending, wall of force
4th (8/day)— dimension door, ice storm, lesser globe of invulnerability, orb of cold, true form
3rd (8/day)— dispel magic, ice lance, fly, tongues, water breathing
2nd (8/day)— false life, frost nova, knock, mirror image, protection from arrows, see invisibility
1st (9/day)— endure elements, frostbolt, identify, jump, shield
Cantips (at will)— detect magic, detect poison, light, mage hand, mending, message, open/close, prestidigitation, ray of frost
Possessions: +1 quicken (normal) metamagic adamantine bo staff (as rod), amulet of natural armor +3, headband of alluring charisma +6, boots of elvenkind, bracers of armor +5, caster’s tattoo (normal) [arm] (2), earring of resistance +5 (as cloak), ring of protection +3, spell-like ability tattoo (cone of cold) [leg] (2), exotic outfit, 3,699 gp
Class Skill: Survival
Bonus Spells: frostbolt (3rd), frost nova (5th), ice lance (7th), ice storm (9th), cone of cold (11th), freezing sphere (13th), control weather (15th), polar ray (17th), obedient avalanche (19th)
Bonus Feats: Diehard, Elemental Focus (cold only), Great Fortitude, Endurance, Greater Elemental Focus (cold only), Improved Initiative, Rime Spell, Toughness
Bloodline Arcana: Whenever you cast a spell with the cold descriptor, increase the spell’s save DC by 1. This bonus to the spell save DC stacks with other bonuses to spell’s save DC.
Bloodline Powers: Your connection to the ancient and primeval winters of old grants you a mastery of cold magic that few can match. You are virtually unmatched when fought against in the frozen lands of the frostfell.
Icewalker (Sp): At 1st level, you ignore the effects of a cold climate as if using endure elements and can move across snow and icy surfaces without penalty and without leaving tracks.
Arctic Adaptation (Ex): At 3rd level, you gain cold resistance 5 and you ignore concealment and Perception penalties in natural or magical snow and ice. At 9th level, your cold resistance increases to 10 and you can climb icy surfaces as if using spider climb. At 15th level, you gain a +2 natural armor bonus.
Piercing Cold (Su): At 9th level, any creature immune to cold damage still takes half damage from any cold damage you deal unless it makes a Fort save (DC 10 + 1/2 your sorcerer level + your Charisma modifier). Resistant creatures’ cold resistance is treated as 10 less than normal.
Blizzard (Sp): At 15th level, as a standard action, you can create a blizzard of snow and ice. This radius burst is centered on you and has a range of 10 ft. and a cylindrical height of 10 ft. per sorcerer level. Any creature caught in the blizzard takes 1d4 points of cold damage per sorcerer level, with a Reflex save resulting in half damage. The storm lasts for a number of rounds equal to your Charisma modifier; the ground remains icy (+5 to Acrobatics DC’s) as long as local conditions permit. The blizzard obscures sight beyond 5 feet, providing total concealment. A creature within 5 feet has concealment. You can use this ability once per day.
Child of the Frostfell (Su): At 20th level, you gain the cold subtype and you become immune to bleed, paralysis, poison, sleep effects, and stunning. In addition, you gain immunity to sneak attacks and critical hits. This power causes you to gain vulnerability to fire.
Here’s a brief description of what the new spells in my homebrewed Boreal Bloodline do:
Frostbolt: Ray of icy frost damages target (niac’s cold ray in a nutshell)
Frost Nova: Summon a burst of icy cold centered on you that deals cold damage to all nearby.
Ice Lance: Shoots forth a lance of frozen ice at a foe dealing cold and piercing damage as well as stunning them for a limited time.
Obedient Avalanche: Summons forth an avalanche to deal bludgeoning and cold damage on your foes and also bury them.
In case your wondering what both protection from elements and the mass version of it does in a nutshell it acts like protection from energy except it absorbs a certain amount of damage points from ANY ENERGY-TYPE of damage you take.
| Maggiethecat |
+5 from casting stat
+1 from spell level
+1 spell focus
+2 fey bloodline
+1 greater spell focus
= DC20 at level 1 for a human sorcerer (Replace GSF with the kitsune racial bonus and you have DC20 at level 1 for kitsune as well)
Basically this for my husband's Kitsune sorceress, except her casting stat is only 18/+4 so DC19 Sleep at level 1.
| Matrixryu |
I'm designing a Kitsune Sorcerer as well, except I'm thinking of starting with the Arcane bloodline instead of the Fey bloodline. I want to use the Arcane bond (Item) as a way to simulate a 'Kitsune Star Ball'. In the legends kitsunes carried around a magical pearl or gem that held a portion of their magical power, they could become greatly weakened or die if it was taken from them. In game I'll just treat it the same as a bonded wand or staff since there isn't really anything like it in the rules....
My starting DCs won't be as high as a Fey Bloodline kitsune, but it'll be much better at using metamagic.
Though, I do have to admit that I'm tempted to go with the Fey bloodline and then use the eldritch heritage feats to get arcane bloodline powers, but I'm not sure that I want to spend all of those feats. Plus, I kind of want to start with an arcane bond at 1st level.
| Shalafi2412 |
Quote:Can you post her on her so we can see how you built her?Sure but you won't be able to get her known spells without seeing the homebrew Boreal Bloodline I cooked up so I'll include that too. I can't include her skills though as I've worked on this for three days now. Anywho, here she is:
** spoiler omitted **...
Thank you so much for sharing this with us. How fun is she to play?
| Shalafi2412 |
I'm designing a Kitsune Sorcerer as well, except I'm thinking of starting with the Arcane bloodline instead of the Fey bloodline. I want to use the Arcane bond (Item) as a way to simulate a 'Kitsune Star Ball'. In the legends kitsunes carried around a magical pearl or gem that held a portion of their magical power, they could become greatly weakened or die if it was taken from them. In game I'll just treat it the same as a bonded wand or staff since there isn't really anything like it in the rules....
My starting DCs won't be as high as a Fey Bloodline kitsune, but it'll be much better at using metamagic.
Though, I do have to admit that I'm tempted to go with the Fey bloodline and then use the eldritch heritage feats to get arcane bloodline powers, but I'm not sure that I want to spend all of those feats. Plus, I kind of want to start with an arcane bond at 1st level.
That I did not know. Is this why they have that magic item, I think it was a stargem, in Advanced Races?
| Matrixryu |
Matrixryu wrote:That I did not know. Is this why they have that magic item, I think it was a stargem, in Advanced Races?I'm designing a Kitsune Sorcerer as well, except I'm thinking of starting with the Arcane bloodline instead of the Fey bloodline. I want to use the Arcane bond (Item) as a way to simulate a 'Kitsune Star Ball'. In the legends kitsunes carried around a magical pearl or gem that held a portion of their magical power, they could become greatly weakened or die if it was taken from them. In game I'll just treat it the same as a bonded wand or staff since there isn't really anything like it in the rules....
My starting DCs won't be as high as a Fey Bloodline kitsune, but it'll be much better at using metamagic.
Though, I do have to admit that I'm tempted to go with the Fey bloodline and then use the eldritch heritage feats to get arcane bloodline powers, but I'm not sure that I want to spend all of those feats. Plus, I kind of want to start with an arcane bond at 1st level.
Yep, the 'Kitsune Star Gem' in the ARG is inspired by the 'Kitsune Star Ball'. The fairy fire that the Star Gems glow with is even based on the fox fire the Star Balls are supposed to be surrounded by. Unfortunately, the resemblance to the legends seem to end there, and the Star Gems are only useful for Kitsunes who take the Magical Tail feats.
I've been toying with a homebrew Kitsune bloodline which is based around having a bonded 'Kitsune Star Ball', but alas, my GM probably won't let me use it ;)
| Shalafi2412 |
Shalafi2412 wrote:Matrixryu wrote:That I did not know. Is this why they have that magic item, I think it was a stargem, in Advanced Races?I'm designing a Kitsune Sorcerer as well, except I'm thinking of starting with the Arcane bloodline instead of the Fey bloodline. I want to use the Arcane bond (Item) as a way to simulate a 'Kitsune Star Ball'. In the legends kitsunes carried around a magical pearl or gem that held a portion of their magical power, they could become greatly weakened or die if it was taken from them. In game I'll just treat it the same as a bonded wand or staff since there isn't really anything like it in the rules....
My starting DCs won't be as high as a Fey Bloodline kitsune, but it'll be much better at using metamagic.
Though, I do have to admit that I'm tempted to go with the Fey bloodline and then use the eldritch heritage feats to get arcane bloodline powers, but I'm not sure that I want to spend all of those feats. Plus, I kind of want to start with an arcane bond at 1st level.
Yep, the 'Kitsune Star Gem' in the ARG is inspired by the 'Kitsune Star Ball'. The fairy fire that the Star Gems glow with is even based on the fox fire the Star Balls are supposed to be surrounded by. Unfortunately, the resemblance to the legends seem to end there, and the Star Gems are only useful for Kitsunes who take the Magical Tail feats.
I've been toying with a homebrew Kitsune bloodline which is based around having a bonded 'Kitsune Star Ball', but alas, my GM probably won't let me use it ;)
I really like the kitsune tail feats. I think that they are much better than what was in the previous materials.
| Matrixryu |
I really like the kitsune tail feats. I think that they are much better than what was in the previous materials.
I have a kind of mixed opinion of the tail feats. They succeeded in making it so that any kitsune can get them and I can see taking the feat a few times as a good option, but I think their usefulness when you start approaching the 8th feat is low because of the spell DCs. You'll have spent a bunch of feats to get a bunch of spells that won't work on the enemies you're fighting at those levels.
Though honestly, they would be a lot more useful in the campaign I'm in right now since we're experimenting with a houserule that makes a spell's DC be based on 1/2 its caster level rather than its spell level...
| Dragonamedrake |
So at 20th level you would have
Race: +1 to Enchantment
Favored Class bonus: +5 to Enchantment
Fey Bloodline: +2 to Compulsion
Spell Focus: +1 Enchantment
Greater Spell Focus: +1 Enchantment
Charming (trait) +1 DC to language dependent
So you would have a DC 21 + CHA + Spell Level on any language dependent Compulsion spell. Pretty sick.
| 8 Red Wizards |
In the ARG, Kitsune get favored class bonus for Sorcerer that gives +1/4 DC to enchantment spells. So, every 4 levels goes up by 1 :)
I was going to play one.. but I hate knowing only 1-2 spells a level (for highest ones) /wrist
Where do they list teh favored class bonus for Kitsune at?
| Matrixryu |
dunebugg wrote:Where do they list teh favored class bonus for Kitsune at?In the ARG, Kitsune get favored class bonus for Sorcerer that gives +1/4 DC to enchantment spells. So, every 4 levels goes up by 1 :)
I was going to play one.. but I hate knowing only 1-2 spells a level (for highest ones) /wrist
The Advanced Race Guide, Kitsune section.
| Shalafi2412 |
Shalafi2412 wrote:I really like the kitsune tail feats. I think that they are much better than what was in the previous materials.I have a kind of mixed opinion of the tail feats. They succeeded in making it so that any kitsune can get them and I can see taking the feat a few times as a good option, but I think their usefulness when you start approaching the 8th feat is low because of the spell DCs. You'll have spent a bunch of feats to get a bunch of spells that won't work on the enemies you're fighting at those levels.
Though honestly, they would be a lot more useful in the campaign I'm in right now since we're experimenting with a houserule that makes a spell's DC be based on 1/2 its caster level rather than its spell level...
I think that a few of those tail feats are more for making trouble or getting out of trouble than necessarily being used against bad guys in a combat setting.
| Matrixryu |
I think that a few of those tail feats are more for making trouble or getting out of trouble than necessarily being used against bad guys in a combat setting.
I guess it depends on your game. My usual GM has a habit of having us only run into high CR npcs, so I'd basically have to hope for my targets to roll 1's. (This is why I pushed for that houserule on the spell DCs, hah)
| Benly |
Shalafi2412 wrote:I think that a few of those tail feats are more for making trouble or getting out of trouble than necessarily being used against bad guys in a combat setting.I guess it depends on your game. My usual GM has a habit of having us only run into high CR npcs, so I'd basically have to hope for my targets to roll 1's. (This is why I pushed for that houserule on the spell DCs, hah)
Up to the seventh tail (Displacement), half of them have saving throws and half don't. If you don't mind only using Charm Person and Suggestion to push around lower-level NPCs, it can be worth going that far for Invisibility, Disguise Self, and Displacement.
Another thing to bear in mind with the tail feats is that unlike spells, SLAs can still be used in Fox Shape if you have that feat. Even once your in-battle enemies outgrow it, there may still be shenanigans possible with that if you can somehow scrape together enough feats for a bunch of tails and Fox Shape.
(Speaking of which, why does Fox Shape have a BAB requirement? That just seems bizarre to me.)
| dunebugg |
Matrixryu wrote:Shalafi2412 wrote:I think that a few of those tail feats are more for making trouble or getting out of trouble than necessarily being used against bad guys in a combat setting.I guess it depends on your game. My usual GM has a habit of having us only run into high CR npcs, so I'd basically have to hope for my targets to roll 1's. (This is why I pushed for that houserule on the spell DCs, hah)Up to the seventh tail (Displacement), half of them have saving throws and half don't. If you don't mind only using Charm Person and Suggestion to push around lower-level NPCs, it can be worth going that far for Invisibility, Disguise Self, and Displacement.
Another thing to bear in mind with the tail feats is that unlike spells, SLAs can still be used in Fox Shape if you have that feat. Even once your in-battle enemies outgrow it, there may still be shenanigans possible with that if you can somehow scrape together enough feats for a bunch of tails and Fox Shape.
(Speaking of which, why does Fox Shape have a BAB requirement? That just seems bizarre to me.)
The developers reasoning for DE:Primer was that there are no feats with a level requirement in pathfinder, and they didn't want to change it. So the only way to limit how soon you could pick up the feats was for BAB.
IMO the BAB req's are too high seeing as how, with -2 STR, Kitsune are not likely to play many full BAB classes (melee-wise, at least. the pounce feat is less useful for ranged)
| Benly |
The developers reasoning for DE:Primer was that there are no feats with a level requirement in pathfinder, and they didn't want to change it. So the only way to limit how soon you could pick up the feats was for BAB.
IMO the BAB req's are too high seeing as how, with -2 STR, Kitsune are not likely to play many full BAB classes (melee-wise, at least. the pounce feat is less useful for ranged)
That's kind of strange, since Ultimate Magic had at least a few feats with character level requirements.
LazarX
|
In the ARG, Kitsune get favored class bonus for Sorcerer that gives +1/4 DC to enchantment spells. So, every 4 levels goes up by 1 :)
I was going to play one.. but I hate knowing only 1-2 spells a level (for highest ones) /wrist
It forces you to pick a magical focus and stick with it.
| Matrixryu |
Is it better to take spell focus feats or go with the kitsune tail feats?
For a sorcerer, I think spell focus is better. I mean, you're going to get to cast all those spells normally anyway, all the tail feats will do is let you cast a few of them more often. The issue with the tail feats for a sorcerer is that you won't be able to use Heighten Spell on them to make them more reliable.
| Maggiethecat |
For optimization, definitely go with Spell Focus instead of the Magical Tail feat. Spell Focus will boost the DC of many of your spells, and you can pick up the spells you really like as spells known. Also, the Magical Tail feat grants most of the spells later than when you'd get them as spells. Invisibility, for example, is a 2nd level spell, so it will be available to Sorcerers as early as 4th level. However, to gain access to it via Magical Tail, you will need to invest 4 feats, meaning you wouldn't get it until 7th level.
Flavor-wise, I think the tails are awesome. If you are making a more role playing centered character (as opposed to roll playing) you could go with the tails. But you will not be as powerful as if you took other feats like Spell Focus and Metamagic feats in their place.
| Nemitri |
Benly wrote:Matrixryu wrote:Shalafi2412 wrote:I think that a few of those tail feats are more for making trouble or getting out of trouble than necessarily being used against bad guys in a combat setting.I guess it depends on your game. My usual GM has a habit of having us only run into high CR npcs, so I'd basically have to hope for my targets to roll 1's. (This is why I pushed for that houserule on the spell DCs, hah)Up to the seventh tail (Displacement), half of them have saving throws and half don't. If you don't mind only using Charm Person and Suggestion to push around lower-level NPCs, it can be worth going that far for Invisibility, Disguise Self, and Displacement.
Another thing to bear in mind with the tail feats is that unlike spells, SLAs can still be used in Fox Shape if you have that feat. Even once your in-battle enemies outgrow it, there may still be shenanigans possible with that if you can somehow scrape together enough feats for a bunch of tails and Fox Shape.
(Speaking of which, why does Fox Shape have a BAB requirement? That just seems bizarre to me.)
The developers reasoning for DE:Primer was that there are no feats with a level requirement in pathfinder, and they didn't want to change it. So the only way to limit how soon you could pick up the feats was for BAB.
IMO the BAB req's are too high seeing as how, with -2 STR, Kitsune are not likely to play many full BAB classes (melee-wise, at least. the pounce feat is less useful for ranged)
This kind of baffles me, they didn't want to add level requirements to feats? but they added base attack bonus as requirements? its the same thing, but worse! since not all classes have the same BaB as their levels.
| Benly |
My house rule on the "tails for sorcerers" front would be that kitsune sorcerers grow the extra tails as they reach the levels that they could otherwise take the feats at, as long as they have the appropriate spells known. (Not that they would gain the feats themselves or the extra uses per day - just the tails as an aesthetic thing.) It seems silly to say that a kitsune with the same innate powers doesn't grow the tails to go with them just because she has other innate powers as well.