Any viable 9-tailed Kitsune build?


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Agree with Abraham Spalding - Kitsune Sorcerers are possibly the strongest Enchantment magic practitioners in the game. The tails add colour but don't compare with focussing on an enchantment specialist Sorcerer (who can still be formidable in other schools of magic).


JiCi wrote:


Hmrph... what classes DON'T need 8 regular feats to be optimal again?!?

Do they have to make the build optimal to be viable feats?

Shouldn't the question be, "What classes don't need 8 regular feats in order to not be a drag on the party?"

Some people play cutthroat games with APL+6 encounters where one misspent feat can spell TPK. Others play in parties of 6 with 25 point buys in APs which are balanced parties of 4 with 15 point buys. Losing 8 feats might well be disaster in the former, but would be fine in the latter. You probably wouldn't have problems spending all your feats on tails in PFS if you're playing a Wizard, Sorcerer, Bard, Ninja, Rogue, Fighter, Oracle, Witch or Paladin as long as you're not going for a feat intensive build like archery or two weapon fighting.


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Akerlof wrote:
JiCi wrote:

Hmrph... what classes DON'T need 8 regular feats to be optimal again?!?

Do they have to make the build optimal to be viable feats?

Shouldn't the question be, "What classes don't need 8 regular feats in order to not be a drag on the party?"

Some people play cutthroat games with APL+6 encounters where one misspent feat can spell TPK. Others play in parties of 6 with 25 point buys in APs which are balanced parties of 4 with 15 point buys. Losing 8 feats might well be disaster in the former, but would be fine in the latter. You probably wouldn't have problems spending all your feats on tails in PFS if you're playing a Wizard, Sorcerer, Bard, Ninja, Rogue, Fighter, Oracle, Witch or Paladin as long as you're not going for a feat intensive build like archery or two weapon fighting.

When I say "optimal", I mean "viable", "adequate" and... yeah, "not a drag or dead weight" is a good analogy.

See, some classes need feats to be optimal, as in adequate for a role in the party. Spellcasters need metamagic feats and feats that make their spells difficult to resist or to disrupt; rogues need feats to improve their mobility and skills. Some classes need their feats to be even decent at the table. That's what I meant.

Alright, let me analyze your class choices and see if I got it right:
- Wizard, Sorcerer, Oracle, Witch: Bonus feats for wizard, bloodline powers for sorcerers, and the revelations and hexes can help the classes.

- Ninja, Rogue: Tricks and talents are good substitutes for feats.

- Bard: I keep hearing polarizing opinions about it, because while the performances and spells help a lot, I keep hearing that it needs feats.

- Paladin: It doesn't seem to need a lot of feats, so I'll take your words on that one.

- Fighter: Really? I wonder why XD

You do have a point that you can't go with an exhaustive fighting style if you go with the tails, but my concern is more about feats that are somehow mandatory to make your class abilities useful to you and your party.


I got it.
The best combination i see is a Warrior with tailblade expecialization.

Tailblade is here:
http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/featuredRaces/ratfolk. html#_ratfolk

It is a ratfolk weapon, but you are a traveller guy. I dont think that your Gm say nothing.

With nine tails, you can use eleven weapons! ideal for Multiweapon Fighting (Or Multiattack. I am not sure)


Hmm interesting idea. If the GM allowed it, this could potentially be kinda gamebreaking.
The weapon says it can only be wielded by ratfolk. On the other hand ratfolk also dont have something like "Prehensive Tail".


I3igAl wrote:

Hmm interesting idea. If the GM allowed it, this could potentially be kinda gamebreaking.

The weapon says it can only be wielded by ratfolk. On the other hand ratfolk also dont have something like "Prehensive Tail".

The kobolds also have tail weapons as well.

I don't think they're race-exclusive though.


Also the weapon only doe 1d2/1d3 damage - unless you sneak attack that's hardly game breaking. Interesting for a dagger specialist rogue though.


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And so this thread surfaces again, lol.

I have been pondering a Kitsune Life Oracle as a character that might be able to get away with taking all 8 magical tail feats. High enough Cha to get their DCs relatively high, and you don't really need to invest in combat related feats if you're going to be focusing on absurd levels of healing. The only one you might need to fit in is Selective Channel.


The spells granted by blowing eight feats are not worth the investment, IMO.

To those claiming fighter can "get away with it," remember that the fighter is subpar to begin with and needs every feat it gets to eek out a viable position in the party past mid levels. If you're a Fighter with half your feats spent on mediocre spell-like abilities, I don't see you contributing nearly enough. If they were buff spells, I might change my mind.

As to other classes being "feat intensive," all classes below Tier One are. That is part of what defines Tier One classes, "The inherent ability to do everything very well."

Now, is a nine-taile kitsune a COOL concept? Hell yeah, it's just not that viable outside of Tier One.

Either way...just my 2 cp.


Here is something no one has mentioned (and for good reason) The Gunslinger Archetype: Mysterious Stranger. Everything is based on Charisma, you get lots of Feats. The downside of coarse is that this version of the gunslinger does not get a certain deed. I am sure there is a way around that, but you just want classes that would work with the Kitsune.

Edit: Someone said any class, so any gunslinger with a decent Charisma so Mysterious Stranger isn't needed.


strayshift wrote:
Also the weapon only doe 1d2/1d3 damage - unless you sneak attack that's hardly game breaking. Interesting for a dagger specialist rogue though.

The primary idea would be to do it as a fighter stacking weapon training and power attack or an arcane fighter type to add on arcane strike too. While expensive having 9 +5 weapons with a + 3~4 from weapon training and +2 from weapon specialization and another +10 from power attack would mean +20ish damage per attack before strength bonus (easily taking this to the range of +25~30 damage a tail) with a substanial chance to hit due to being natural attacks iirc.

Quite frankly the idea sounds fairly strong... in theory.


Abraham spalding wrote:
strayshift wrote:
Also the weapon only doe 1d2/1d3 damage - unless you sneak attack that's hardly game breaking. Interesting for a dagger specialist rogue though.

The primary idea would be to do it as a fighter stacking weapon training and power attack or an arcane fighter type to add on arcane strike too. While expensive having 9 +5 weapons with a + 3~4 from weapon training and +2 from weapon specialization and another +10 from power attack would mean +20ish damage per attack before strength bonus (easily taking this to the range of +25~30 damage a tail) with a substanial chance to hit due to being natural attacks iirc.

Quite frankly the idea sounds fairly strong... in theory.

If only your feats weren't all gone and you could take Fox Pounce to fuly utilize your multiweapon fighting...


Which is a combat feat and as such one you would pick up as a fighter feat.

However it means burning a swift action before charging to change into your kitsune form giving a every other turn charge at best.


Fighter, Rogue, or Fighter/Rogue seems the best way to go. The tail abilities would add the most to those classes, imho.


Please Don't Kill Me wrote:
Ninja wouldn't be that bad. You use all of your feats for the Magic Tail feat and just use Ninja Tricks and Rouge Talents to get your TWF, Weapon Finesse, or any other feat you need via Combat Trick.

That's what I'm doing right now, though frankly, the whole Magical Tail thing is SO FRAGGING AWESOME I would have done it no matter what.

There's a big difference between 'viable' and 'optimal', too. Blowing all your feats on tails isn't going to optimal for anybody. But it's fun. :)

Contributor

@Above: Unless there's a new errata I'm unaware of, you can only take the combat trick talent once. At best, you could grab Weapon Focus, Weapon Finesse, and Two-Weapon Fighting from Rogue talents. Plus a style feat, if you really wanted it.

Ultimately, I think that Magical Tail suffers from the following symptoms, "This race has tons of real-world mythology and we need to make this reference ... but we only have two pages to work with." Magical Tail would have probably been handled much differently in a supplement like Kitsune of Golarion or the like.


The thread is also talking as if ALL the spells are useless too, so let me recap: 2/Day = Disguise Self (does that mean +20! to disguise rolls?), Charm Person (Charisma Based DC), misdirection, Invisibility, Suggestion, Displacement, Confusion, Dominate Person.

Ultimately there are some useful spells but if I was going to invest 8 feats in that I'd make sure I had a damn good Charisma. But then again why not be a Sorcerer?


Capricornus wrote:
I don't think anybody needs that much makeup, unless you're going for the Teen Beauty Queen prestige class or want to take levels in Clown.
blackbloodtroll wrote:
Somebody has yet to see Toddlers and Tiaras.

I had a very different experience from those. The only 9-tailed creatures I know of are

*the kitsune/humanoid ones that seduce people and steal their life force.
*Ninetails from Pokemon.
*Some terrible creature from The World Ends With You that if it grows all nine tails, will nuke (and probably kill) your party.
---
Edit: Add another one for fighters, rogues, rangers, paladins, sorcerers and ninjas. In addition, I think a cavalier may be able to get away with it as well(good luck fluffing that up). A summoner might also work since his main stat is charisma, and he could just focus on his eidolon.


strayshift wrote:

The thread is also talking as if ALL the spells are useless too, so let me recap: 2/Day = Disguise Self (does that mean +20! to disguise rolls?), Charm Person (Charisma Based DC), misdirection, Invisibility, Suggestion, Displacement, Confusion, Dominate Person.

Ultimately there are some useful spells but if I was going to invest 8 feats in that I'd make sure I had a damn good Charisma. But then again why not be a Sorcerer?

Why not both? SLAs have certain benefits over spells, like no VSMFs or Armor Failure.


Zhayne wrote:
strayshift wrote:

The thread is also talking as if ALL the spells are useless too, so let me recap: 2/Day = Disguise Self (does that mean +20! to disguise rolls?), Charm Person (Charisma Based DC), misdirection, Invisibility, Suggestion, Displacement, Confusion, Dominate Person.

Ultimately there are some useful spells but if I was going to invest 8 feats in that I'd make sure I had a damn good Charisma. But then again why not be a Sorcerer?

Why not both? SLAs have certain benefits over spells, like no VSMFs or Armor Failure.

Well the plus side of being a Kitsune Sorcerer would be a broader range of magic to call upon. The down side? Feat spent on things that are probably less useful that Spell Penetration, Metamagics, etc. 8 feats is just about all the ones you would get up to level 15, excluding your bloodline ones.


strayshift wrote:
Zhayne wrote:
strayshift wrote:

The thread is also talking as if ALL the spells are useless too, so let me recap: 2/Day = Disguise Self (does that mean +20! to disguise rolls?), Charm Person (Charisma Based DC), misdirection, Invisibility, Suggestion, Displacement, Confusion, Dominate Person.

Ultimately there are some useful spells but if I was going to invest 8 feats in that I'd make sure I had a damn good Charisma. But then again why not be a Sorcerer?

Why not both? SLAs have certain benefits over spells, like no VSMFs or Armor Failure.
Well the plus side of being a Kitsune Sorcerer would be a broader range of magic to call upon. The down side? Feat spent on things that are probably less useful that Spell Penetration, Metamagics, etc. 8 feats is just about all the ones you would get up to level 15, excluding your bloodline ones.

The problem with a kitsune sorcerer taking the magical tail feats is that by a strict interpretation of the rules the enchantment spells the feats give don't benefit from all the bonuses to enchantment spells the kitsune should have. It would be better to just take the Silent and Still Spell metamagic feats.


Matrix Dragon wrote:
strayshift wrote:
Zhayne wrote:
strayshift wrote:

The thread is also talking as if ALL the spells are useless too, so let me recap: 2/Day = Disguise Self (does that mean +20! to disguise rolls?), Charm Person (Charisma Based DC), misdirection, Invisibility, Suggestion, Displacement, Confusion, Dominate Person.

Ultimately there are some useful spells but if I was going to invest 8 feats in that I'd make sure I had a damn good Charisma. But then again why not be a Sorcerer?

Why not both? SLAs have certain benefits over spells, like no VSMFs or Armor Failure.
Well the plus side of being a Kitsune Sorcerer would be a broader range of magic to call upon. The down side? Feat spent on things that are probably less useful that Spell Penetration, Metamagics, etc. 8 feats is just about all the ones you would get up to level 15, excluding your bloodline ones.
The problem with a kitsune sorcerer taking the magical tail feats is that by a strict interpretation of the rules the enchantment spells the feats give don't benefit from all the bonuses to enchantment spells the kitsune should have. It would be better to just take the Silent and Still Spell metamagic feats.

That's exactly why I said 'a broader range of magic to call upon' I have a Kitsune Sorcerer and for exactly the reasons you've outlined I wouldn't be taking the tail feats. And as well as the two metamagic feats you mention there are spell penetration, spell focus and greater, bouncing spell, echoing spell, Intensify spell, etc


strayshift wrote:
Zhayne wrote:
strayshift wrote:

The thread is also talking as if ALL the spells are useless too, so let me recap: 2/Day = Disguise Self (does that mean +20! to disguise rolls?), Charm Person (Charisma Based DC), misdirection, Invisibility, Suggestion, Displacement, Confusion, Dominate Person.

Ultimately there are some useful spells but if I was going to invest 8 feats in that I'd make sure I had a damn good Charisma. But then again why not be a Sorcerer?

Why not both? SLAs have certain benefits over spells, like no VSMFs or Armor Failure.
Well the plus side of being a Kitsune Sorcerer would be a broader range of magic to call upon. The down side? Feat spent on things that are probably less useful that Spell Penetration, Metamagics, etc. 8 feats is just about all the ones you would get up to level 15, excluding your bloodline ones.

Well, yeah, but I like to put 'fun/cool' over 'useful' a lot of the time. It's the DM's job to take the party's composition and abilities into account when designing encounters.


This might be worth 8 feats if they were at will SLAs, but 2/day is really meh. Especially considering that many of the lower level ones are easily replicated by using a spell slot or two since you won't be casting them all the time.

Grand Lodge

JiCi wrote:
Irnk, Dead-Eye's Prodigal wrote:

I think the point was that Classes that give you bonus Feats, even if only from a specific list, help to assuage the limitation that using 4/5ths of your feats on one feat would impose. Not that you could use the Bonus Feats themselves.

I could be wrong however.

You're right. A nine-tailed kitsune fighter would be a viable character, because you take 8 regular feats for the tails and keep your [truckload of] bonus feats for your playstyle.

The rest of the classes can be hard to pull off, unless they give feats as well or unless they are not feat-reliant, like the bard.

For instance... you're pretty much screwed trying to play a nine-tailled kitsune cleric, witch or druid.

I see absolutely no problem with a Nine-Tailed Witch. It's just a different said of feat choices.

I also don't see anything wrong with settling for a number of tails between 1 and 9. You don't have to go all the way with it after all.


I think it would have been better if the Magical Tail feats weren't progressive, but rather level-locked (you can't take 'Magical Tail: Dominate Person' until 13th level, or something like that).


LazarX wrote:
I also don't see anything wrong with settling for a number of tails between 1 and 9. You don't have to go all the way with it after all.

Well... the point of this topic is to come up with build ideas for a 9-tailed kitsune. You can go fewer if you wish, but for someone who wants 9 tails, class choices can be tricky.

Zhayne wrote:
I think it would have been better if the Magical Tail feats weren't progressive, but rather level-locked (you can't take 'Magical Tail: Dominate Person' until 13th level, or something like that).

That wouldn't solve the problem that you would need 8 feats to get all 9 tails.

I think that there were feats in 3.5 that basically gave you spell-like abilities, but according to your HD/Class level. Magical Tail could have been like that.


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Casts Raise Thread.

I stumbled back on this, and since I don't think we've actually seen any 9-tailed Kitsune builds in here, I figured I'd whip some up. Here you go.

I freely admit that they all could probably be better without the tails, but I think they all can contribute at least some worthwhile strengths to a party, and the tails provide some extra abilities that can be useful.

Also, I didn't bother filling out all of the skills and equipment, I mostly just put together the stats (they're all built on 20 point buy) and feats. You can basically assume standard equipment (stat boosters, cloak of resistance, upgraded weapons, etc.) Since I didn't fill out equipment, they don't have AC's listed, though I did list their basic Saving Throw bonuses before any items. I will also put together some basic info about what I'd picture them doing (weapons used and so on).

Also, I copied over all the text from class abilities in case anyone wants it for reference. Probably looks really messy, but that's what the spoilers are for.

Samurai/Fighter:
Samurai 16 / Fighter 4

Str - 18
Dex - 16
Con - 14
Int - 10
Wis - 10
Cha - 14

HP - 180 (w/Favored Class Bonuses)

Fort - 16
Ref - 9
Will - 6

Skills - 72 Ranks Total

Feats
1: Weapon Focus (Katana)
Fighter Bonus 1: Point-Blank Shot
3: Rapid Shot
Fighter Bonus 2: Power Attack
5: Tail
7: Tail
Fighter Bonus 4: Weapon Specialization (Katana)
9: Tail
Samurai Bonus 6: Improved Critical (Katana)
11: Tail
13: Tail
15: Tail
Samurai Bonus 12: Greater Weapon Focus (Katana)
17: Tail
19: Tail

Samurai Class Features
Challenge: +16 Melee Damage vs. Target, +5 Dodge to AC vs. Target (Order), 6/day
Resolve: 8/day
Mount
Order
Weapon Expertise (Katana)
Mounted Archer
Banner
Honorable Stand
Demanding Challenge
Greater Banner

Order of the Lion
Lion's Call
For the King
Shield of the Liege

Fighter Class Features
Bravery 1
Armor Training 1

----------------

Summary

The benefit of these classes is that they get a few extra feats for combat, letting them use most of the normal feats for the tails, and Samurai in general gets a few interesting abilities.

Went with Order of the Lion to make use of the kitsune's racial bonus to Cha. Since Cha also determines the DC of the SLA's from the tails, a headband for it would be important, which also boosts a number of the Order Abilities.

Primarily, they'd use a katana (where most of their feats are sunk, besides the tails), but they have point blank shot and rapid shot to make a longbow feasible, and the dex to put it to use. I skipped precise shot because if there are allies around the enemies, then the samurai should probably be cutting them up with the katana instead.

Samurai/Fighter Reference Text:
Samurai 16

Challenge (Ex): Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai's level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the samurai's concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai's challenge also includes another effect, which is listed in the section describing the samurai's order.

Mount (Ex): A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the samurai's level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts.

A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai's mount does not gain the share spells special ability.

A samurai's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a samurai's mount die, the samurai may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the samurai gains a level.

Order (Ex): At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.

A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Weapon Expertise (Ex): At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.

Mounted Archer (Ex): At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a –2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to –4 while his mount is running.

Banner (Ex): At 5th level, a samurai's banner becomes a symbol of inspiration to his allies and companions. As long as the samurai's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the samurai or his mount to function.

Bonus Feat: At 6th level, and every six levels thereafter, a samurai gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The samurai must meet the requirements of these bonus feats.

Greater Resolve (Ex): At 9th level, a samurai can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the samurai can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the samurai uses this ability.

Honorable Stand (Ex): At 11th level, a samurai can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 11th level, plus one additional time per day at 16th level. Declaring an honorable stand is a swift action. While making an honorable stand, the samurai is immune to the shaken, frightened, and panicked conditions. He does not fall unconscious while his hit point total is below 0. Finally, whenever a samurai making an honorable stand must make a saving throw, he can spend one daily use of his resolve to reroll the saving throw after the first roll is made. He must take the result of the second roll, even if it is worse. If a samurai making an honorable stand ever retreats from battle against his challenged foe, he loses the ability to make a challenge for 24 hours.

Demanding Challenge (Ex): At 12th level, whenever a samurai declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the samurai, it takes a –2 penalty to its AC on attacks made by anyone other than the samurai.

Greater Banner (Ex): At 14th level, a samurai's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the samurai can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.

Order of the Lion

A cavalier who belongs to this order has pledged himself to a sovereign; be it a king, queen, or even the local warlord. Cavaliers of this order are stalwart and dedicated to their cause, willing to go any length to ensure the safety of their lord and his domain.

Edicts: The cavalier must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm.

Challenge: Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the lion cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.

Order Abilities: A cavalier belonging to the order of the lion gains the following abilities as he increases in level.

Lion's Call (Ex): At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).

For the King (Ex): At 8th level, an order of the lion cavalier can call out to his allies, inspiring them to greatness. As a swift action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.

Shield of the Liege (Ex): At 15th level, an order of the lion cavalier can protect those around him. Allies that are adjacent to the cavalier receive a +2 shield bonus to their AC. In addition, as an immediate action, the cavalier can redirect an attack made at a creature adjacent to himself, as long as the creature making the attack is within the cavalier's reach. This ability must be declared before the attack roll is made. The attack is made against the cavalier's AC and defenses, even if the creature could not normally reach or attack the cavalier. The cavalier loses any cover or concealment bonuses when subject to the redirected attack.

Fighter 4

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Gunslinger:
Gunslinger (Pistolero) 20

Str - 8
Dex - 20
Con - 14
Int - 10
Wis - 16
Cha - 16

HP 184 (w/Favored Class Bonuses)

Fort - 14
Ref - 17
Will - 9

Skills - 80 Ranks Total

Feats
1: Point-Blank Shot
3: Precise Shot
Gunslinger Bonus 4: Rapid Shot
5: Tail
7: Tail
Gunslinger Bonus 8: Rapid Reload
9: Tail
11: Tail
Gunslinger Bonus 12: Deadly Aim
13: Tail
15: Tail
Gunslinger Bonus 16: Improved Precise Shot
17: Tail
19: Tail
Gunslinger Bonus 20: Improved Initiative

Gunslinger Class Features
Gunsmithing
Grit: 3/day
Nimble +5
Pistol Training
True Grit (Up Close and Deadly, Bleeding Wound)

----------------

Summary

With a bonus to dex and a penalty to strength, gunslinger makes for a pretty effective ranged damage class, though needing some points into Charisma makes it difficult to put as many into Wisdom for the Grit.

Pretty straightforward, shoots people for a pretty good amount of damage.

Gunslinger Reference Text:
Gunslinger 20

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

• Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

• Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.

• Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

• Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.

• Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.

• Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.

• Torso: Targeting the torso threatens a critical on a 19–20.

• Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Bleeding Wound (Ex): At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger's Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger's choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Expert Loading (Ex): At 11th level, whenever the gunslinger rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.

Lightning Reload (Ex): At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

Evasive (Ex): At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her gunslinger level as her rogue level for improved uncanny dodge.

Menacing Shot (Ex): At 15th level, the gunslinger can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the gunslinger's level + the gunslinger's Wisdom modifier.

Slinger's Luck (Ex): At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. The deed's cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

Cheat Death (Ex): At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.

Death's Shot (Ex): At 19th level, when the gunslinger scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunslinger's level + the gunslinger's Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow.

Stunning Shot (Ex): At 19th level, when a gunslinger hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the gunslinger's level + the gunslinger's Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Bonus Feats: At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.

Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.

True Grit (Ex): At 20th level, a gunslinger picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the gunslinger can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points.

Pistolero Archetype

Gunsmith: A pistolero must take a pistol when she chooses a battered firearm at 1st level.

Deeds: A pistolero swaps a trio of deeds for the following.

Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed.

Deadeye (Ex): At 7th level, the pistolero gains the deadeye deed, which is normally a 1st-level gunslinger deed. This deed replaces the startling shot deed.

Twin Shot Knockdown (Ex): At 11th level, when the pistolero hits a single target with two or more one-handed firearm attacks during her turn, she can spend 1 grit point to knock the target prone. She can choose to spend the grit point after the attacks are made. This deed replaces the menacing shot deed..

Pistol Training (Ex): Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a pistolero never misfires with a one-handed firearm.

Oracle:
Oracle 20

Str - 11
Dex - 18
Con - 14
Int - 10
Wis - 10
Cha - 20

HP 159 (this is with 16 favored class bonuses. 4 of them went into removing longbow non-proficiency penalty, as per the kitsune racial option).

Fort - 13
Ref - 15
Will - 17

Skills - 80 Ranks Total

Feats
1: Point-Blank Shot
3: Precise Shot
5: Tail
7: Tail
9: Tail
11: Tail
13: Tail
15: Tail
17: Tail
19: Tail

Oracle Class Features
Curse: Haunted
Mystery: Heavens

Revelations
1: Coat of Many Stars
3: Awesome Display
7: Lure of the Heavens
11: Spray of Shooting Stars
15: Interstellar Void
19: Moonlight Bridge

Spells
0: Mage Hand, Ghost Sound, Stabilize, Spark, Read Magic, Detect Magic, Light, Create Water, Purify Food and Drink, Bleed, Guidance
1: Cure Light Wounds, Color Spray, Bless, Bane, Divine Favor, Shield of Faith, Obscuring Mist,
2: Levitate, Minor Image, Cure Moderate Wounds, Hypnotic Pattern, Grace, Silence, Sound Burst, Spear of Purity, Weapon of Awe
3: Cure Serious Wounds, Daylight, Prayer, Wind Wall, Water Breathing, Dispel Magic
4: Cure Critical Wounds, Rainbow Pattern, Blessing of Fervor, Divine Power, Freedom of Movement, Summon Monster IV
5: Telekinesis, Mass Cure Light Wounds, Overland Flight, Breath of Life, Fickle Winds, Flame Strike, Spell Resistance
6: Mass Cure Moderate Wounds, Chain Lightning, Greater Dispel Magic, Heal, Cold Ice Strike
7: Reverse Gravity, Mass Cure Serious Wounds, Prismatic Spray, Holy Word, Jolting Portent, Destruction
8: Mass Cure Critical Wounds, Sunburst, Divine Vessel, Fire Storm, Orb of the Void
9: Meteor Swarm, Miracle, Wooden Phalanx, Energy Drain

----------------

Summary

A casting class that uses Cha makes for a good Kitsune overall, especially one that is gonna have a bunch of Cha-dependant SLA's. Thanks to the kitsune's alternate favored class bonus for oracles, this one picked up Longbow proficiency after a couple levels, and fires away from a distance. Low strength makes it a little less than the most effective, but this is made up for with the ability to do a lot of self buff, along with party support and some enemy debuff.

Arguably more useful, there's plenty of spells to use on enemies as well, including both straight up damage, Save or Suck, and so on. I did kind of pick them up quickly and without too much forethought, so there's probably more optimization that can be done with it.

Oracle Reference Text:
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.

Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Final Revelation: At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle's mystery.

Heavens Mystery

Class Skills: An oracle with the heavens mystery adds Fly, Knowledge (arcana), Perception, and Survival to her list of class skills.

Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).

Revelations: An oracle with the heavens mystery can choose from any of the following revelations.

Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).

Coat of Many Stars (Su): You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Dweller in Darkness (Sp): Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird. You must be at least 11th level to choose this revelation.

Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still spell feat without increasing the spell's casting time or level.

Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage per level. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.

Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Mantle of Moonlight (Su): Your innate understanding of the moon renders you immune to lycanthropy. Additionally, you may disrupt a lycanthrope's connection to the moon with a successful touch attack. This action automatically forces the lycanthrope into its humanoid form, which it must remain in for a number of rounds equal to your oracle level. Upon reaching 5th level, you can use this ability to force others into a rage, as per the spell. Using this ability is a melee touch attack. You can use this ability once per day at 5th level plus one additional time per day for every 5 levels above 5th.

Moonlight Bridge (Su): You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.

Spray of Shooting Stars (Su): As a standard action, you can unleash a ball of energy that explodes in a 5-foot-radius burst dealing 1d4 points of fire damage per level. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.

Star Chart (Ex): Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation.

Final Revelation: Upon achieving 20th level, your rapport with the heavens grants you perfect harmony with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You automatically stabilize if you are below 0 hit points, are immune to fear effects, and automatically confirm all critical hits. Should you die, you are reborn 3 days later in the form of a star child, who matures over the course of 7 days (treat as the reincarnate spell).

As I said, I imagine they could be a lot more effective without spending the vast majority of their feats on tails, but again, I think they'd function decently.


It's not a stated build yet. but I was pondering making a ninja-sorc-arcane trickster using these things. quite a few of those abilities would help what it aims to do and free up a few spells known (unless I end up needing them more often).


Darkwolf117 wrote:

Casts Raise Thread.

I stumbled back on this, and since I don't think we've actually seen any 9-tailed Kitsune builds in here, I figured I'd whip some up. Here you go.

Wow, thanks a bunch ^-^

Grand Lodge

Thread necro, but relevant

I am making a pfs swashbuckling / ninja. Thoughts on this build.

Str 9
Dex 18
Con 12
Int 10
Wis 12
Cha 16

1) tail
Swashbuckling finnese

3)tail
Trick: twf

5)tail
Trick: vanishing trick

7) tail
Buy ioun stone, for weapon familiarity (sawtooth sabre)
Trick: weapon focus (sawtooth sabre)
Trick: combat feat slashing grace (sawtooth sabre) [favored class bonus]

Panache and ki both work off of cha, on top of slas. Giving some nifty abilities. The sla abilities augment your magic side while your class abilities make you combat effective.

Played at level 1, my combat was lacking. Made worse due to everything being difficult terrain. And my dancing lights sla was actually kind of overpowered in the weird darkness that was going on around us.

Scarab Sages

Not sure if this will help, but i came up with a build that should work fine, you might not be that good in combat, but you would do good in a lot of places. this is also built for PFS but will work anywhere.
20 point buy, 8Str,17Dex,12Con,14Int,7Wis,18Cha.

Start with level 1 bard arcane duelist, and take the feat realistic likeness. this adds power and versatility.

pick the trait magical knack, and transmuter of korada, pick bull, or cat. this will help in combat.

next take 2 levels of kitsune trickster. the Int to bluff and diplomacy helps. take false friend as your rogue talent. take your first tail at 3rd level.

from here you want to go bard all the way, with 2 more levels of rogue. and start taking tails. if you go rogue early, take honey worded, this will ensure that you are the party face, and can get them out of anything. remember to take the bard favored class so you bluff is sky high.

this should be a good build. its more RP the combat, but you can change that by swapping out the rogue talents.

Grand Lodge

How can you get both magical knack and transmuter of korada? Aren't they both magic traits?

Hmm

Grand Lodge

Anyone look at the Mesmerist from Occult Playtest.

Yes the class it's self needs work, BUT the tail spells can help round out. There are also no feats the guy is looking to take anyway. Ok, maybe weapon finesse since they get light armor and a couple finesseble weapons.


1 person marked this as a favorite.

With so much Kitsune stuff out recently, it looks like with some combination, you could get 9 tails quite quickly using:

"Nine-Tailed Mystic" Sorcerer Archetype - replace Bloodline Spells with Mag.Tail,
"Nine-Tailed Scion" trait - replace bloodline feats with Mag.Tail,
And add a Kitsune Bloodline for synergistic kicks.

With this build, you can get the final tail by level 7. That's 3 levels earlier than a Sorcerer would normally be able to learn a 5th level spell like Dominate Person. What's more, you get it as a spell-like, meaning you don't need components.

That's scary.

Refs:

http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/everyman-g aming-llc---sorcerer-archetypes/nine-tailed-mystic-sorcerer

http://www.d20pfsrd.com/traits/race-traits/nine-tailed-scion-kitsune

http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines -from-3rd-party-publishers/everyman-gaming-llc---sorcerer-bloodlines/kitsun e-bloodline-sorcerer


holy thread necro batman welp seeing as its alredy necroed might as well pich in imo sorc or a scaled fist unchained monk would work best maybe dip a bit into anti paladin to make some real sinister plots and gain extra defences too.

Grand Lodge

1 person marked this as a favorite.

Thread necros are common here. I can totally understand this one coming back... Nine tailed kitsune have become far easier to build. I am really glad that Pathfinder keeps building things for kitsune. They are my favorite Pathfinder race, and I've barely explored them.

Hmm


Spirit guide oracle with the wrecking mysticism curse basically gets it for free. Thematically, I like double heavens for this combo.


Intrigue oracle with the wrecking mysticism curse

Wrecking Mysticism (Kitsune)

Source PPC:DTT

Whenever you would gain a mystery spell, you can gain Magical Tail as a bonus feat instead. Once this choice has been made, it cannot be changed. You cannot replace a bonus spell granted to you by an oracle archetype with Magical Tail, even if it replaces a mystery spell.


Hmm wrote:

Thread necros are common here. I can totally understand this one coming back... Nine tailed kitsune have become far easier to build. I am really glad that Pathfinder keeps building things for kitsune. They are my favorite Pathfinder race, and I've barely explored them.

Hmm

really cuz in almost all the forums ive been to a necroed thread is almost immediately locked by the mods


Lady-J wrote:
Hmm wrote:

Thread necros are common here. I can totally understand this one coming back... Nine tailed kitsune have become far easier to build. I am really glad that Pathfinder keeps building things for kitsune. They are my favorite Pathfinder race, and I've barely explored them.

Hmm

really cuz in almost all the forums ive been to a necroed thread is almost immediately locked by the mods

I've never seen that here.


1 person marked this as a favorite.

You know paizo loves necromancers.

Grand Lodge

I can understand some forums choosing to lock necroed threads if they want to focus on new content -- but this is Pathfinder where we build on a variety of old and new everytime we build a character. Bringing back an excellent and informative thread is not as confusing in this context as it may be in other forums.

I'm glad that it's allowed.

So... That said, let's get back to kitsune. I've never run a 9-tailed fox as a kitsune yet. I'm curious about how other players have used the tails. How much difference do all those SLAs make in how your character functions and what they have to offer the group?

Hmm


Hmm wrote:

I can understand some forums choosing to lock necroed threads if they want to focus on new content -- but this is Pathfinder where we build on a variety of old and new everytime we build a character. Bringing back an excellent and informative thread is not as confusing in this context as it may be in other forums.

I'm glad that it's allowed.

So... That said, let's get back to kitsune. I've never run a 9-tailed fox as a kitsune yet. I'm curious about how other players have used the tails. How much difference do all those SLAs make in how your character functions and what they have to offer the group?

Hmm

I've found them to be very useful on a mesmerist, who has very few spells per day.

A rogue (that i'll probably be turning into the aformentioned intrigue oracle) that didn't have any other spellcasting options found charm person handy a few times

They're great on a fox shape kitsune: no components means you can cast in critter form. Since natural spell is specifically for wildshape, not anything similar, its pretty much the only way to cast spells while passing yourself off as the familiar.


Hmm, my "nine-tailed" Kitsune is mostly put together with some 3rd party stuff.

First i use the Nine-Tailed Mystic archtype for sorcerer from "Everyman gaming"
And then i used the alternative racial trait "Nine-tail inheritor" from "Everyman gaming"

With the racial trait i start with a tail, and can pick tails for bonus feats regardless of their source, and the Archtype switches bloodline spells for tails, maybe not the most optimal in case of spell-list, but you dont have to burn feats for tails.

Nine-Tailed Mystic

Otherwise i havent found any Paizo only options that free up the burden of burning feats for the tails.

Dark Archive

Looking through this, It seems like a Nine Tailed Kitsune is a lot more viable than I thought. This is fabulous. I'm seriously considering rebuilding my current Kitsune, though unfortunately they're a very feat heavy build.

More on topic, has anyone tried a Summoner Kitsune? It was mentioned upthread somewhere, and it seems like it COULD work if you focus on the Eidolon, but I'm not that familiar with Summoners. Anyway, love to know if it's viable.


ohokwy wrote:

Looking through this, It seems like a Nine Tailed Kitsune is a lot more viable than I thought. This is fabulous. I'm seriously considering rebuilding my current Kitsune, though unfortunately they're a very feat heavy build.

More on topic, has anyone tried a Summoner Kitsune? It was mentioned upthread somewhere, and it seems like it COULD work if you focus on the Eidolon, but I'm not that familiar with Summoners. Anyway, love to know if it's viable.

master summoner probably but anything else would be to feat heavy i think for the summoner as they need quite a few feats to boost their edolon


After taking this feat for the eighth time, could you retrain the first 7 iterations and keep all benefits?


Cuup wrote:
After taking this feat for the eighth time, could you retrain the first 7 iterations and keep all benefits?

Dont think so, considering the 7 other tails are considered "prerequisits"


The Blood of the Beasts supplement offers several options for kitsunes, including an archetype: the Nine-Tailed Seer (sorcerer). You trade your bloodline spells for a Magical Tail feat once every 4 levels after 3rd level. For a 20th-level character, you get 5 Magical Tail feats, leaving 3 feats for you to take normally, out of 10 feats total. Furthermore, if you take the Magical Tail feat more than a total of 8 times, you add a daily use for the lowest spell-like ability, going up by one level each time.

So, for a kitsune sorcerer, it is a fair trade. Bonus spells are often found on the sorcerer/wizard spell list anyway, and you gain spell-like abilities in return.

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