Mystic Fox Bloodline

This bloodline is intended for all mystic foxes, such as Kitsune, Nogitsune, and Kumiho. There are likely additional mystic foxes the author does not know about, but they should likely be eligible for this bloodline as well.

Mystic Foxes are mysterious creatures, beings whose very souls resonate with an ancient magic that some scholars claim harkens back to an ancient tryst with a foxlike fey creature, or perhaps the animalistic agathions. Regardless of its source, none can deny the power that lies buried deep in the veins of every Mystic Fox. For some, this power is much more prevalent, even at an early age; with dedication and time, these Mystic Foxes may accomplish a wonderful transformation into a being of incredible power: a Kyubi; a Nine-Tailed Fox.

Mystic Fox

Class Skill: Disguise (Cha)
Bonus Spells: charm person (3rd), blur (5th), hold person (7th), shadow conjuration (9th), mind fog (11th), veil (13th), waves of ecstasy (15th), greater shadow evocation (17th), overwhelming presence (19th)
Bonus Feats: Dodge, Improved Initiative, Spell Focus (Enchantment or Illusion), Magical Tail, Fox Shape, Swift Kitsune Shapechanger, Mobility, Skill Focus (Acrobatics)
Bloodline Arcana: You grow an additional tail at 1st level, plus one more at every odd-numbered level (to a maximum of 9 tails at 15th level). You also gain a +1 bonus to the save DC’s of enchantment and illusion spells you cast. This benefit applies to spell-like abilities granted by the Magical Tail feat, but not to any other spell-like ability. In addition, you may apply your racial favored class bonus to illusion or enchantment spells as the kitsune sorcerer favored class bonus, even if you are not a kitsune. If you take the Magical Tail feat, you cannot have more tails than your bloodline arcana allows, but you will still gain the spell-like abilities for every tail you have a feat for. For example, at 5th level, you will have a total of three tails. If at 5th level, if you take the Magical Tail feat you will not grow another tail, but one of your tails will now also grant you disguise self as a spell-like ability usable twice per day). (Note: Needs cleaned up text, which might need to change totally if the adjusted version of Magical Tail is also incorporated. Also the less said about the kitsune favored class bonus the better, it's definitely the strongest one in the game and contributes to kitsune sorcerers being able to very easily push their enchantment effects into auto-success territory at high levels against most targets. It could use replacement.)

Bloodline Powers: The mystic foxes are master tricksters, and you are a master of masters.

  • Star Ball (Su): At 1st Level, you gain a familiar, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar. This familiar must be a star ball (see below for details).
  • Foxfire (Sp): At 3rd level you gain access to the ancient secrets of Foxfire. A number of times per day equal to 3 + your Charisma modifier, you can invoke it to use any of the following abilities as a standard action:
    • Magic Missile: As the spell magic missile, except that it fires one missile for every tail you possess (to a maximum of 9 at 15th level). Each missile deals additional fire damage equal to 1/2 your Charisma modifier.
    • Faerie Fire: As the spell faerie fire, plus the target takes 1d2 plus your Charisma modifier fire damage each round at the start of their turn. The duration is changed to 1 round per level.
    • Fascinate: As the spell hypnotism, except it affects 1d3 HD per level of creatures. The save DC for this effect is 10 + ½ your sorcerer level + your Charisma Modifier.
    • Vanish: As the spell vanish, except all enemies adjacent to you when you use this ability take 1d4 points of fire damage per two caster levels.
    • In addition, your dancing lights spell-like ability is now usable at-will. If you did not possess a dancing lights spell-like ability, you gain one, usable at-will. Finally, you can have a maximum number of lights created by dancing lights up to the number of tails you possess and the lights do not need to stay within 10’ of each other. The lights must still stay within the maximum range of the spell. (Note: This is pretty powerful overall. Definitely better than the vast majority of 3rd level bloodline powers. I'm not sure it really needs adjustment, other than perhaps adding a way to remove the effect of Faerie Fire- as is it's a guaranteed 3d2+3xCha damage at 3rd level, which is deadly if you throw it at someone and run away. Lots of enemies are totally incapable of resisting or fighting back in that situation.)
  • Vulpine Deception (Su): At 9th level, you learn how to wrap your illusions in upon themselves like your many tails, and to weave your enchantments upon even the most stubborn minds. Once per day, whenever you cast an illusion spell, you may fold it upon itself by extending the casting time to a full-round action. Any creature that successfully disbelieves your illusion sees a second illusion within the translucent outline of the first, as if the spell had been cast a second time. Effectively, after a creature disbelieves the first illusion, it sees a second illusion in its place, which it must attempt to disbelieve separately. You must determine the features of the second illusion as you cast the first. If the second illusion is especially similar to the first one, creatures that study or interact with it receive a +4 bonus on the save to disbelieve the effect. You can use this ability two times per day at 15th level, and three times per day at 19th. In addition, your charm and compulsion spells and spell-like abilities granted by the Magical Tail feat or this bloodline can affect plants, oozes, and vermin as though they were not mind-affecting. At 15th level you can affect constructs as well. At 19th level you can affect undead. In all cases, if the creature would normally be immune, it receives a +4 bonus on its saving throw.
  • Possession (Su): At 15th level, once per day, you can physically merge your body with another creature’s to possess them as a standard action. The target receives a Will save (DC 10 + half your sorcerer level + your Charisma Modifier) to resist. This functions like the spell Magic Jar except it does not require a receptacle, and the host’s soul doesn’t go anywhere, it is sequestered away, out of control of the body. The host remains fully aware of what you are doing, but it cannot do anything to resist you if it fails its initial saving throw. You can communicate telepathically with your host. Finally, the Duration is increased to two hours per level. You must be adjacent to your target and touch them (either willingly or with a successful melee touch attack). Furthermore, while you are possessing a host, your tails remain visible; though they can be concealed with magical or mundane means, and the host’s eyes change to a bright, amber gold. (Note: This should probably just be greater possession as a spell-like ability, with reduced range and increased duration. If that. It might be best to replace this ability with the second half of Vulpine Deception [which is basically two really strong bloodline powers crammed together] and just put possession and greater possession on their bloodline list- mind fog and greater shadow conjuration don't fit particularly well as spells every kitsune sorcerer has anyhow.)
  • True Kyubi (Su): At 20th Level your fur in your true form turns golden. You gain dominate monster as a spell-like ability usable twice per day. In addition, the duration of your Possession is permanent until you choose to release your victim, and you can activate Possession as a swift action. Your tails are also no longer visible while possessing a host, and their eye color does not change. Finally, the DC of any enchantment or illusion spell you cast is increased by another +1. (Note: This is cool, but the last +1 is tacked on. Before this Kitsune are already sitting at a +6-8 bonus to Enchantment DCs, with another conditional +1 from the star ball. Stacking these up is a serious issue that renders defense without total immunity to mind-affecting effects- which is much harder to get with post nerf mind blank- futile.)

Star Balls

Table: Star ball special abilities

Master Class Level Natural Armor Adj. Int/Cha Adj. Special
1st-2nd +0 +0/+0 Alertness, Improved Evasion, Hoshi no Tama, Flight, Share Spells, Sighted, Telepathic Link
3rd-4th +1 +1/+0 Deliver Touch Spells
5th-6th +2 +2/+1 Soul-Bi
7th-8th +3 +3/+1
9th-10th +4 +4/+2
11th-12th +5 +5/+2 Spell Resistance, Sight Link
13th-14th +6 +6/+3
15th-16th +7 +7/+3 Channel Spell
17th-18th +8 +8/+4
19th-20th +9 +9/+4
  • Natural Armor Adj.: The star ball’s Natural Armor is increased by the indicated amount.
  • Int/Cha Adj.: The star ball’s Intelligence and Charisma are increased by the indicated amounts.
  • Alertness (Ex): The star ball’s presence sharpens its master’s senses. He benefits from the Alertness feat while the ball is within arm’s reach.
  • Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a star ball takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
  • Hoshi no Tama (Su): The star ball holds a portion of its master’s spiritual Essence. Once per day, while the star ball is within arm’s reach, its master can increase the DC of one of his spell or spell-like abilities’ saving throws by one. In addition, its master gains a +2 bonus on Bluff and Disguise checks. If a star ball is destroyed, it can be replaced in the same way as a lost familiar, but the master suffers a negative level until it is replaced (If the master is 1st level, or gaining one negative level would otherwise kill them, they instead suffer two points of Constitution drain, which cannot reduce them to 0 constitution). This negative level (or ability drain) cannot be removed until the ball is replaced, but vanishes as soon as it is.
  • Flight (Su): The star ball has a fly speed of 30 feet with average maneuverability.
  • Share Spells: The star ball’s master can cast any spell with a range of "You" on the star ball (as a touch spell) instead of on himself. The star ball's master may cast spells on his star ball even if the spells do not normally affect creatures of the star ball's type (construct).
  • Sighted: Although it has no physical sensory organs, a star ball can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a star ball still can’t discern invisible or ethereal beings. A star ball’s sighted range is 40 feet.
  • Telepathic Link (Su): The owner has a telepathic link with his star ball out to a distance of up to 1 mile. The owner cannot see through the star ball’s senses, but the two of them can communicate telepathically. For instance, a star ball placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a star ball and its owner, the owner has the same connection to an item or place that the star ball does. For instance, if his star ball has seen a room, its owner can teleport into that room as if he has seen it too.
  • Deliver Touch Spells (Su): If the master is 3rd level or higher, his star ball can deliver touch spells for him. If the master and the star ball are in contact at the time the master casts a touch spell, he can designate his star ball as the “toucher.” The star ball can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
  • Soul-Bi (Su): The star ball constantly sheds pale, blue light with the brightness of a torch. This light can be suppressed or resumed as a free action. Any creature other than the star ball’s master who touches the star ball while it is wreathed in these pale flames takes 1d4 fire damage. The star ball’s slam attack also deals 1d4 fire damage starting at 5th level.
  • Spell Resistance (Ex): The star ball gains Spell Resistance equal to the master’s level +5.
  • Sight Link (Su): Once per day, the star ball’s master can see through the star ball, as though he were standing in the star ball’s place. This ability has a range of half a mile, and lasts for one minute per level.
  • Channel Spell (Su): If the master is 15th level or higher, he can cast spells through his star ball to a range of one mile. The star ball is treated as the spell’s originator, and all ranges are determined through the star ball’s location. The master uses his spell slots to cast the spell, but the star ball’s Charisma is used to determine saving throw DCs (plus any bonuses the master has, such as Spell Focus).

(Note: Okay, I've got big problems with this one. It's basically a composite of all the relevant abilities both familiars and psicrystals get, except tuned to spellcasting and with a couple other abilities tossed in- including yet another ability that boosts save DCs. It also doesn't fit thematically with kitsune star balls, which are inanimate objects they use to channel their powers, basically like a bonded object. It's both too powerful and doesn't fit thematically.)

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