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Magical Tail Homebrew Rework try 3, Spirit Festival Edition

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Aug 29th, 2016
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  1. >Magical Tail (Su)
  2. >Prerequisites: Kitsune
  3. >Benefit: The Kitsune gains powerful magic as he grows, gaining a spell-like ability, each represented by an additional tail. A kitsune automatically gains each spell-like ability at the indicated levels once he takes this feat. Each spell-like ability is usable 2/day, and all save DC’s are Charisma-based. He chooses a 1st tier ability at 1st level, a 2nd tier ability at 5th level, a 3rd tier ability at 9th level, and a 4th tier ability at 13th level. The spell level of each spell-like ability is equal to its tier.
  4.  
  5. 1st tier abilities: Disguise self, Produce Flame, Faerie Fire, Ear-Piercing Scream, or Charm person
  6. 2nd tier abilities: Misdirection, Qualm, Invisibility, Levitate, Mirror Image, Minor Image
  7. 3rd tier abilities: Suggestion, Fly, Displacement, Confusion, Bestow Curse, Major Image, or Dispel Magic
  8. 4th tier abilities: Confusion, Dominate Person, Persistent Image Shadow Conjuration, or Dimension Door
  9. >Special: A kitsune may take this feat a second time. The second time the kitsune takes this feat, they select an additional Spell-Like Ability at 3rd level from the 1st tier, at 7th level from the 2nd tier list, at 11th level using the 3rd tier list, and at 15th level using the 4th tier list. These abilities are also represented by additional tails, and results in a total of eight additional tails at 15th level.
  10.  
  11. >Special: A Kitsune with a variant subspecies replace some of the options in each tier with spells more suited for their specific subspecies, as indicated below [Foxes are gathering leaves, please wait warmly]
  12.  
  13. >Greater Magical Tail (Su)
  14. Prerequisites: Kitsune, Magical Tails, Character level 5
  15. Benefit: The Kitsune may choose one spell-like ability to change from 2/day to at-will. They may choose an additional spell-like ability to make at-will at 9th, 13th, and 17th levels.
  16. Special: A Kitsune who has taken Magical Tails twice may take this feat a second time, choosing two additional Spell-Like Abilities, and an additional Spell-Like Ability at 11th and 15th level, to become At-Will.
  17.  
  18. >Foxfire (Su)
  19. >Prerequisites: Kitsune, Kitsune Magic, +1 BaB
  20. Benefit: Through training, or perhaps an innate power, you have trained your racial Dancing Lights spell-like ability to become a potent spiritual fire. Your Dancing Lights Spell-Like Ability becomes At-Will, and while it is active you may manifest flames of Foxfire in your hands. This Foxfire can be held in the hand, shedding the same light as Dancing Lights. It can also be used to attack, functioning in all ways as the Mystic Bolts class feature (from the Warlock archetype) with the following alterations: it is always considered a touch attack, it always deals fire energy damage, and you do not gain any additional energy type.
  21. >Special: This ability is counted as both Mystic Bolts for the sake of all feats and features, and as the Charismatic Caster feat (Legendary Vigilantes) for how it interacts with the Mystic Accuracy feat.
  22.  
  23. >Potent Foxfire (Su)
  24. >Prerequisites: Kitsune, Foxfire, +6 BaB
  25. >Benefit: The Kitsune’s Foxfire becomes both easier to manifest and more powerful. The Kitsune may use his Foxfire without needing to activate his Dancing Lights Spell-Like Ability, and when manifesting Foxfire it sheds light as the Produce Flame spell. When used to attack, its range when thrown increases to 90 feet, and it ignores the first 5 fire resistance of the target.
  26. >Special: A Kitsune with the Mystic Bolts class feature is considered to have Foxfire for purposes of qualifying for this feat. The listed effects will work with any of his known elements for Mystic Bolts, not just for fire.
  27.  
  28. ~Archetype~
  29. >Ninetailed Spirit (Vigilante)
  30.  
  31. >Limitations: In order to become a Ninetailed Spirit, a Kitsune must have the Yokai alternate racial trait. In addition, the Ninetailed Spirit may not take the Magical Tail feats.
  32.  
  33. >Skills: The Ninetailed Spirit gains Knowledge (Nature) as a class skills, but loses Ride. This stacks with any archetype that does not lose Ride as a class skill.
  34.  
  35. >Ninetailed Spirit’s Magical Tails (Su): The Ninetailed Spirit gains powerful magic as he grows, gaining spell-like abilities represented by additional tails. A kitsune automatically gains additional spell-like abilities as he gains levels, choosing a 1st tier ability at 1st and 3rd level, a 2nd tier ability at 5th and 7th level, a 3rd tier ability at 9th and 11th level, and a 4th tier ability at 13th and 15th level. Each spell-like ability is initially useable only 2/day. all save DC’s are Charisma-based, and each spell-like ability’s spell level is equal to its tier.
  36.  
  37. 1st tier abilities: Disguise self, Produce Flame, Faerie Fire, Ear-Piercing Scream, or Charm person
  38. 2nd tier abilities: Misdirection, Qualm, Invisibility, Levitate, Mirror Image, Minor Image
  39. 3rd tier abilities: Suggestion, Fly, Displacement, Confusion, Bestow Curse, Major Image, or Dispel Magic
  40. 4th tier abilities: Confusion, Dominate Person, Persistent Image Shadow Conjuration, or Dimension Door
  41.  
  42. At 5th level, the Ninetailed Spirit’s Spell-Like Abilities gained at 1st and 3rd level become at-will. At 7th level, and every two levels afterward until 17th level, he may choose another known spell-like ability to become at-will.
  43.  
  44. This replaces the 2nd level Vigilante Talent, Startling Appearance, Frightening Appearance, and Stunning Appearance features.
  45.  
  46. >Capricious Trickster’s Identity (Su): Transforming into a human to blend in with society, a Ninetailed Spirit is actually a shapeshifting feral fox with capricious motivations. While in his vigilante identity, he may change back to his natural state (as the Yokai alternate racial trait) as a standard action, though his Vigilante Identity is usually that of a human with otherworldly features. His social identity is that of an ordinary human, and he applies his disguise bonus from seamless disguise to all checks to appear as an ordinary human while in his social identity and to all checks to appear as an ordinary fox while in Fox Form, in addition to checks to appear as his current identity.
  47.  
  48. While not in his social identity, the Ninetailed Spirit cannot disguise his additional tails through magical means, and has a -6 penalty (plus a cumulative -2 per tail after the second) on such checks. This penalty also applies on checks to appear as an ordinary fox while in Fox Form. This alters the Dual Identity Class feature.
  49.  
  50. >Ninetailed Spirit’s Wild Magic: At 20th level the Ninetailed Spirit’s latent magic becomes apparent. The Ninetailed Spirit’s creature type changes to Fey (Shapeshifter), and he gains DR 10/Cold Iron, Immunity to poison and disease, Resist cold and electricity 10, and he adds his Charisma modifier to all saving throws. The Ninetailed Spirit also becomes immortal, maintaining whatever appearance he chooses and never taking penalties to his physical ability scores for advanced age. He may still accrue bonuses to mental ability scores from advanced age. This replaces Vengeance Strike and the 20th level Vigilante Talent.
  51.  
  52. ~Vigilante Talents~
  53. >Spirit’s Foxfire (Su): The Ninetailed Spirit gains the potent power of Foxfire, and gains the Foxfire feat. Should he have taken the feat through other means, he may automatically retrain it for free. At 6th level he gains Potent Foxfire as a Bonus Feat. The Ninetailed Spirit cannot take this talent if he has the Mystic Bolts class feature.
  54.  
  55. >Overwhelming Foxfire (Su): The Ninetailed Spirit’s foxfire has become so powerful that he can pierce his foes resistances. He ignores the an additional 5 fire resistances of any foe struck by his Foxfire. This effect stacks with other effects that ignore or reduce resistances. At 16th level, he treats immunity to fire as though it were resistance 30 instead. The Ninetailed Spirit must be at least 6th level and have the Spirit’s Foxfire talent in order to take this talent.
  56. Special: A Ninetailed Spirit with the Mystic Bolts class feature may take this talent without needing Spirit’s Foxfire, but they must have taken the Potent Foxfire feat. This talent will still only affect Mystic Bolts that deal fire energy damage.
  57.  
  58. >Familiar (Ex): The Ninetailed Spirit gains a familiar, as the Cabalist talent of the same name.
  59.  
  60. >Flying Fox (Su): The Ninetailed Spirit gains the Flight hex, treating his vigilante level as his witch level for determining effects. At 12th level, the Fly spell instead becomes Overland Flight with a duration of one hour per two vigilante levels. These hours do not need to be used consecutively, but must be used in one-hour increments.
  61.  
  62. >Versatile Charms (Su): The Ninetailed Spirit’s charms are extremely versatile, and he may choose to treat his Charm Person SLA as both Charm Person and Charm Animal for determining what creatures he can target. At 11th level, he instead treats his Charm Person Spell-Like Ability as though it were Charm Monster, though he still treats the SLA as a first level spell for determining the DC.
  63.  
  64. >Domineering (Su): The Ninetailed Spirit has an innate lack respect for the will of others, and adds 1/4th his Ninetailed Spirit levels (rounded down) as a bonus to the DC of all spell-like abilities of the enchantment school.
  65.  
  66. >Enhanced Spellpower(Su): The Ninetailed Spirit may select one of the spell-like abilities from Magical Tail, and calculate its spell level as being half his vigilante level rather than the spell’s actual level. This does not change any of the spell’s effects or limitations, just the effective level of the spell.
  67.  
  68. >Expanded Magic (Su): The Ninetailed Spirit gains an additional SLA from the list of spells he could select at 1st level, usable 2/day. At 10th level this ability becomes at-will, and he may select an additional ability from the list of spells he could select at 5th level, usable 2/day. This second ability becomes at-will at 14th level. The Ninetailed Spirit must be at least 6th level to select this talent.
  69.  
  70. ~Social Talents~
  71. >Fox’s cantrips (Su): the Ninetailed Spirit gains Haunted Fey Aspect, Detect Magic, and Prestidigitation as at-will spell-like abilities. The DCs for these abilities are Charisma-based. The Ninetailed Spirit must be at least 3rd level to take this talent.
  72.  
  73. >Swift Shapeshifting (Su): The Ninetailed Spirit becomes much quicker at his natural shapeshifting, and gains Swift Kitsune Shapeshifter as a bonus feat. He must still take the normal amount of time to change between his Social and Vigilante Identities.
  74.  
  75. >Unrestricted Shapeshifter (Su): The Ninetailed Spirit gains Realistic Likeness as a bonus feat.
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