Kitsune
Ktisune are fox-people,
and while that may conjure the dreaded “furry” hatred from some players, they
are actually a lot of fun and can be very powerful if built correctly. Their
physical weakness is more than made up for by agility and friendliness, and as
you’ll see soon, they can make some of the best spellcasters out there!
Racial
Traits:
Ability
Scores: +2 Dexterity, +2 Charisma, -2 Strength. Ktisune are agile and likable,
but not very strong, and that makes them ideal as Charisma-based spellcasters
and ranged combatants.
Size: Kitsune
are the same size as humans.
Type: Kitsune
are humanoids with the kitsune and shapechanger subtypes. Surprisingly,
“shapechanger” is not a current legal option for Ranger favored enemy, so you
don’t need to worry about that (a Ranger would have to pick humanoid (kitsune)
to affect you). It’s also worth mentioning that the shapechanger subtype allows
a kitsune to use a standard action to remove any detrimental polymorph effect
from themselves, which could come in quite handy. However, this could actually
be a double-edged sword, because if you already have a helpful polymorph spell
cast upon you (like aspect of the bear or others) and you use
your kitsune change shape ability, you lose the effects of that spell. You also
can’t have polymorph spells cast on you when you are in human or fox form
without first reverting to your native kitsune form.
Speed: Kitsune
move as fast as humans.
Agile: Kitsune
get a +2 racial bonus on Acrobatics checks, which is definitely useful for
Kitsune rogues and ninjas, or even for any character who wants to move around
the battlefield without being smacked.
Change
Shape: You get a limited shapechange ability, allowing you to turn into a
specific human, giving you a +10 on Disguise checks. The only thing that this
doesn’t give you is a boost to any ability scores, which stinks, but it’s a
great ability that can be used as a swift action if you pick up Swift Kitsune Shapechanger. Note that
while you use this ability to turn human, you can’t have any other polymorph
effects cast on you!
Kitsune Magic: A +1 to
the DC of enchantment spells and dancing lights three times per day
doesn’t sound like much, but when you’re building an enchantment-master, you’ll
love that extra +1. This is blue for spellcasters, orange for everyone else.
Natural
Weapon: Kitsune have a bite attack that deals 1d4 damage, which can be useful
to allow for flanking without taking up hands with pesky weapons. If you are
hoping to make use of the Vulpine Pounce feat, you’ll be happy that
you have this extra bite attack at the end of a charge.
Low-Light
Vision: Once more, I prefer darkvision to this, but it can come in handy
sometimes.
Alternate
Racial Traits:
Fast Shifter [Kitsune Magic]: This racial trait is an
outright trap, since there is a feat that you can take that is in all ways
better, Swift Kitsune Shapechanger, which allows
you to use your shapechange ability as a swift action, whereas this alternate
trait only allows it as a move action. The only reason you might want this
trait is if you plan to shift in combat before you can get BAB +6, which the
feat requires. The only reason to take this alternate trait is if you’re a
non-spellcaster with a Charisma score less than 11, in which case there’s
nothing at all to lose by choosing this option.
Gregarious [Agile]:
This is too situational to give up a flat +2 to Acrobatics, in my opinion. If this
also included a bonus to Diplomacy checks, I’d give it a much higher rating.
Classes:
Alchemist: A kitsune
can make an excellent bomb-focused Alchemist, though you won’t want to try a
Jekyl-and-Hyde build thanks to the penalty to Strength. I REALLY wish that the
first spell on the list for Magical Tail was charm person,
because then I would highly recommend that feat in combination with the
Alchemist, since the extract list is devoid of spells that can charm enemies,
but as it is, bomber Alchemists are too feat-starved to invest two feats on it.
Barbarian: The penalty to Strength makes Barbarian
a sub-optimal choice for a kitsune. Don’t try to go for the Vulpine Pounce feat, since a Barbarian can
get a full version of pounce through the Great Beast Totem rage power at the same
level. The bite attack can be useful, but that’s also something you can get
with a rage power.
Bard: Kitsune make excellent bards, for pretty much the
same reasons that elves do. The Charisma bonus helps with spellcasting and
bardic performance DCs, and the Dexterity bonus and racial Acrobatics boost are
great for moving around the battlefield. Kitsune bards are just BEGGING for the
Arcane Duelist archetype, and the Magical
Tail feat might be a worthy investment to augment your spells per day. The
racial favored class option isn’t terribly good, as it only applies to specific
Bluff and Diplomacy checks, so I’d probably take the skill point instead.
Cavalier [Samurai]: I’m imagining a Kitsune Cavalier riding a
large wolf into the battlefield, and that fills my heart with awesome. However,
it’s not going to be optimal, not by a longshot. Instead, consider going with
the Samurai and the mounted archer style build, which would work out much
better. I really wish the Beast Rider archetype was compatible with
the Samurai, but alas Samurai don’t have Expert Trainer, which is one of the
trade-outs for the archetype.
Cleric: There’s
just no reason at all to choose Cleric over Oracle as a kitsune. If you really
want to play a kitsune Cleric, though, there’s nothing making it a really good
or really bad choice, so have at it!
Druid: As with the Cleric, there’s nothing saying you
can’t make a fine Druid with your kitsune, but there’s also nothing specific
going for you. I do want to point out that the kitsune’s Change Shape ability
does synergize well with wild shape, allowing you to turn into animals or a
human, when need be. The favored class option is decent, but only works on
animals, so it’s situational.
Fighter: Though not optimal for the front-line, a kitsune
can make an excellent ranged Fighter thanks to the Dex bonus. You could also
focus on your kitsune Fighter’s charismatic nature and toss in Realistic Likeness to become whoever you
need to be at any given time. However, if you’re going for that build, go Rogue
instead.
Gunslinger: Any race
that works well as a ranged Fighter will also work well as a Gunslinger. You
might want the Mysterious Stranger archetype to capitalize
on your high Charisma, just make sure to upgrade your gun with the Reliable property ASAP since you lose Quick
Clear!
Inquisitor: Like the
Cleric and Druid, this is an okay choice but will never be optimal thanks to
the lack of Wisdom bonus. A ranged build will obviously fare better than a
melee one, but overall I’d still stick with the Oracle instead.
Magus: Magi
rely too heavily on melee combat (except the Myrmidarch, of course) and don’t
have very many enchantment spells, so I’d say go with a Sorcerer instead.
Monk: Nothing
says a kitsune can’t make a decent Monk, but they don’t have much going for
them thanks to the lack of a Wisdom bonus. The Zen Archer is a good option to take
advantage of the Dex bonus, but any Dex-based melee build would be fine too.
Oracle: Here is an excellent option for a kitsune, thanks
to the Kitsune Magic ability and the Charisma bonus. Of course, you’ll want to
choose a lot of enchantment spells known, and the Nature mystery makes a lot of thematic sense.
Though the Wolfscarred Face curse would fit perfectly, a
20% chance of spell failure with verbal spells is very painful. You could
always be super-munchkinly and take Dual-Cursed, then combine Wolfscarred Face
with the Deaf curse, negating the penalty from
Wolfscarred Face completely! Stay away from the favored class option, you
shouldn’t be using weapons often anyway.
Paladin
[Antipaladin]: While the Charisma bonus will
help with spells and other DCs, a Strength penalty is painful for most
Paladins. You could always go with a ranged Paladin build, which would work out
just fine, and the Holy Gun is right up a kitsune’s alley
too. Overall, not a bad choice.
Ranger: There’s really nothing good or bad about choosing a
Ranger as a kitsune. I like the Infiltrator archetype to go along with the
kitsune’s natural shapeshifting, and the Realistic Likeness feat obviously fits
well with that also. Overall, this is a fine, if suboptimal, choice.
Rogue
[Ninja]: Rogue is an excellent
choice for a Kitsune, thanks to their Dex bonus. This class is optimal for the
“party face” type Rogue, maxing out Diplomacy and Bluff skills and using those
to get out of sticky situations with NPCs. You even have a few new Rogue Talents
that were written specifically for the kitsune: False Friend, Obfuscate Story, and Steal the Story. All three of these
Talents are completely story-focused and, thus, useless in combat, but they are
very flavorful and can make for a character who walks into a smoky bar and
instantly makes everyone in the room love her. Kitsune also have their own
archetype, the Kitsune Trickster, that also fits the same mold, allowing for
limited castings of charm person without needing to use precious spell
slots on Magical Tail. As far as combat goes, I
also like the Scout archetype for Kitsune, thanks to
their natural bite attack and Acrobatics bonus, and you can work your way up to
Vulpine Pounce to get a true pouncing
ability later on.
Sorcerer: This is the best option for any kitsune, period.
Why, you may ask? Simply because of the incredible combination of the racial
ability from Kitsune Magic, combined with the favored class option for
Sorcerers. Between these two abilities, by 12th level you will have a +4 to the
DCs of your enchantment spells, on top of having high DCs in the first place
thanks to the Charisma bonus. You are the ultimate charmer, making enemies fall
over and worship you in the middle of combat. You can further augment your
ability to make enemies do what you want by picking the Fey bloodline, giving you an additional +2 to
the DCs of your compulsion spells. Toss in Spell Focus and Greater Spell Focus on enchantments and
you’ve made the ultimate controller character. You may also want to consider
picking up the Threnodic Spell metamagic feat, so that
you can affect undead with your enchantments, and Persistent Spell is great to make sure
those creatures with high saves are still affected. The Maestro and Rakshasa bloodlines are also very good
choices, thanks to synergistic spells and bloodline powers. Your kitsune
Sorcerer will also be the ultimate “party face” if you pick up the Realistic Likeness feat, allowing you to
turn into any other human that you’ve seen.
Summoner: Given the Sorcerer’s amazing favored class option,
and the Summoner’s much more limited spell list, I see no reason to ever pick
Summoner over Sorcerer as a kitsune. If you want a combat pet, take the Sylvan bloodline. If you’re REALLY set on
being a kitsune Summoner, though, you’ve got a bonus to Charisma to help out with
that, and you can definitely be a great “party face” too.
Witch: If you’re
going to be an arcane caster as a kitsune, be a Sorcerer. That being said, you
can still put together a mean Witch, but the issue here is that your hexes
don’t get the benefit of the +1 DC from Kitsune Magic, and you don’t have the
Charisma bonus to help with talking your way out of situations, so Sorcerer is
just all-around a better choice.
Wizard: Wizard
is a slightly better choice than Witch, simply because you’ve got more spellcasting
you can do instead of hexes. You’ll definitely want to take the Enchantment school, though I’m not as
impressed with either of the subschools available under it. All of the feats
that I suggested for the Sorcerer are just as good for a kitsune Wizard, also.
Overall, I still suggest choosing Sorcerer instead, but you can make a great
kitsune Wizard if the mood strikes you.
Racial
Favored Class Options:
Bard: For a “party face” character who plans to use the Realistic Likeness feat to infiltrate
enemy territory, a bonus to Bluff is incredibly useful, but for anyone else
this is not a good choice.
Druid: Changing
a creature’s attitude really isn’t the focus of most Druids, though I suppose
you are getting a bonus to spells like charm animals. I’d say this is a
decent choice, but you should still be a Sorcerer instead!
Oracle: A
kitsune isn’t meant to be a battle Oracle, so this is a trap. Stay away!
Rogue: Extra
rogue talents are always a good choice, and you have a few special ones written
just for Kitsune, so I say go for it!
Sorcerer: This is
possibly the best favored class option in the game, right up there with the
elven Oracle’s bonus to class level for a single Revelation. Enchantment spells
can easily mean the difference between an overwhelming battle and one that’s a
piece of cake, so +1 to DCs every four levels is a REALLY great bonus. Take
this option at every level!
Racial
Archetype:
Kitsune Trickster (Rogue): This archetype is very simple. It lets you
add your Intelligence modifier to Bluff, Diplomacy, Disguise, and Sense Motive
checks, which is excellent, and it lets you cast charm person several
times per day as a spell-like ability. Both of these are amazing options for a
“party face” Rogue, and you’ll probably want to pay attention to the three
rogue talents which were written just for Kitsune (though any Rogue can choose
them), False Friend, Obfuscate Story, and Steal the Story. This is a great archetype,
and I highly recommend it.
Racial
Feats:
Fox Shape: Unlike
the other kitsune Racial feats, I haven’t mentioned this one during the class
descriptions. This is because I honestly can see few benefits from taking this
feat that you can’t get from the Realistic Likeness feat in most
situations. Sure, if you really need to turn into an animal to hide amongst
animals, this is the way to do it, but in almost all situations, turning into a
specific human that you’ve seen in the past will get you out of trouble just as
well, and that feat has no prerequisites so you can take it at first level!
Magical Tail: This is
a fun, flavorful feat that not only gives you some limited magical abilities but
CAUSES YOU TO GROW MORE TAILS! I mean, come on, how awesome is that? Seriously,
though, it does take a lot of feat investment to get into the really excellent
spell-like abilities, and remember that your Kitsune Magic bonus to enchantment
spells won’t work on these because they’re not technically spells. I could
definitely imagine building a Fighter around this feat who could eventually
dominate his opponents to fight for him instead of running into combat himself
(though most other characters are just too feat-starved to use 8 feats on
this).
Realistic Likeness: This
feat just blows my mind. I want to know who the designer was who thought that
this would be a good idea, and both hug him as a player and kick him in the
nads as a GM. By investing only a single feat with no prerequisites other than
being a kitsune, you get an unlimited number of casts of alter self per day that breaks the
very rules of polymorph spells, which normally don’t allow you to mimic a
specific person. This is broken in such an awesome way, and every kitsune
should spend a feat slot on this feat, no questions asked.
Swift Kitsune Shapechanger: You know
how Realistic LIkeness is really excellent? With the investment of just one
more feat, you can use those unlimited casts of alter self as a Swift
action instead of a Standard. This means that you could be running away from a
bad guy at full speed, turn a corner and change into someone you just saw
without even slowing down. Seriously, this is excellent.
Vulpine Pounce: If
you’re willing to invest the feats in it, this is one of the easiest ways to
get a true pounce ability in the game, and tossing this onto a Scout Rogue is
just plain incredible. Now, it’s important to note that this requires base
attack +10, so it’ll take 10-15 levels for most characters to get it (and you
won’t get it until 20th level if you’re a full spellcaster!) Despite that, this
is a great option that I definitely recommend for a Rogue or Fighter (though
Barbarians can get their own form of pounce).
There is a race trait called nine-tailed scion that allows you to use any bonus feat from a favored class to take magic tail
ReplyDeleteThere's an alt racial trait now that lets you trade the CHA bonus for an INT bonus, making the Kitsune good for pretty much any arcane caster.
ReplyDeleteYou might want to add in the Kitsune Star Gem Equipment Trick in the racial feat section, only a character with Kitsune racial heritage can use it after all. It happens to be an extremely versatile and powerful option, with the caster level and staff recharge options being especially potent.
ReplyDeleteA Kitsune makes an incredible Mesmerist.
ReplyDeleteDo you think that building a Kitsune unchained rogue around Magical Tail traits could be viable? Picking Nine-Tailed Inheritor (exchanging natural attack for bonus Magical Tail) and favourite class bonus of 1/6 of a next Magical Tail reduced required feats from 8 to 4.
ReplyDeleteIt sounds extremely flavourfull.
Also, Kitsune Magic really doesnt work with Kitsune Spell-like abilities? That not only sucks a lot, but is also counter intuitive (Kitsune Magic doesnt work with, well, Kitsune magics)