Post by dagorheru on Nov 25, 2013 15:18:14 GMT -5
Kitsune
An individual so chosen by Inari, the Shinto Fortune of Foxes and Rice, you have always protected farm lands from wars and battles. During the younger years of the Soul Society, the farmers outside of the walls revered and respected those chosen by Inari. During one trip by a patrol of Shinigami, the Kitsune were mistaken for hollows, and were attacked, and slaughtered since they knew nothing of war, however by the blessing of Inari though some did survive. The attacking Shinigami did not know why the farmers were trying to stop the attack on the Kitsune. Within a month the farms began to suffer, and Soul Society began to face the worst supply of food it has ever faced before or since. A passing 3rd seat, was beset by the farmers to make amends with the Kitsune. The 3rd seat, puzzled by this as his division was not part of the original slaughter. The Shinigami talked to his vice-captain and captain, eventually, they talked to the Captain-Commander. The Captain-Commander with the entire captains came to the farmlands, to see for themselves what was going on. The farmers pleaded with them to make amends or else there wouldn’t be food enough for both Soul Society and the farmers. After some time, the Shinigami began to realize that those that they thought were Hollows, were not in fact Hollows. About the same time Soul Society realized about the other Shikoukenjin were not Hollows. They began to immediately build shrines and offer prayer and food to Inari to bring back the Kitsune. After two years of hard crops, the first Kitsune was witnessed wondering into a nearby field, Shinigami who were present watched it with great concern, they observed that were ever the Kitsune went the crops began to show life. The group then heard a Hollow’s roar and knew there was going to be trouble, concern for the Kitsune they charged the Hollow, not with the intent to kill it, but to protect the Kitsune. They lost their lives, but the Kitsune watched the entire battle, and through it Inari also witnessed, the Kitsune’s tail split into 9, and it attacked and destroyed the rampagine Hollow just as another group of Shinigami arrived. From then on, Soul Society realized what was going on, as the Kitsune kept itself between the Hollow and the crops, seeming to fight with an abundance of luck. The Shingiami realized that the Kitsune were protectors of crops. From then on Soul Society would offer prayers to Inari to bring back more Kitsune, and increase the crops and luck of the Shinigami. That year, the crops were so abundant that there were enough to almost fill the stores.
Within Kitsune society itself is a hierarchy, as there are different colors of Kitsune.
• Heaven: Also known as Celestial, or Prime, this is one of the examples of the 'High' elements mentioned in Kitsune. Their coloration is usually whites, silvers and gold.
• Void: Also known as the Dark kitsune, Void kitsune are the second of the 'High' kitsune. Where Celestial kitsune are myobu, void kitsune are nogitsune. Reiko. Their coloration is usually black, purple or dark blue.
The rest of the kitsune fall under 'wild kitsune', or 'low' kitsune. They were not singled out, but since these are the other elements found in oriental legends, and in legends of the kami, it is safe to assume that the kitsune also fall under these elements.
• Wind: Also known as air kitsune, or kuko. Most kuko are considered 'bad'. Kitsune have been known to appear as wind, or create mists or fog. Their coloration is usually light blue or gray.
• Spirit: Kiko or koryo, another of the 'bad' kitsune, also called 'ghost foxes' or demon foxes. Their coloration is usually whites, light purple with hints of silver.
• Fire, Earth, River, Ocean, Mountain, Forest, Thunder, Time, Sound: While these are the other elements that are listed in the orient as 'low' elements, I have no names for the kitsune of these regions. As I have mentioned, the tanuki and tengu are connected to some of these elements, however, and they can be used to draw parallels. Fire Kitsune have coloration is usually red, yellow and gold. Earth Kitsune have coloration is usually brown, green and other earthtones. River Kitsune have coloration is usually deep blues to light blues with their colorations are usually swirling around each other. Ocean Kitsune have coloration is usually deep blues to light green, with the colorations layered. Mountain Kitsune have coloration is usually brown, green and white, layered like a mountain. Forest Kitsune have coloration is usually deep greens to light greens with brown around their paws and the tip of their tails. Thunder Kitsune have coloration is usually dark gray, dark blue and black colorations with specks of white like the flashing of lightning. Time Kitsune have coloration is usually white, yellow and copper. Sound Kitsune have coloration is usually light blue, light gray and white.
As a Kitsune grows they gain more tails, one for every fifty years they have lived. Each additional tail doubles the life stages, this can cause the Kitsune to revert to a previous age category (ie: old to adult) only penalities are lost with age category drops. When the Kitsune gains its ninth tail, it is effectively immortal, barring any violent events, the Kitsune will live forever.
Prerequisites: Exclusive of any other racial feats
Benefit: You are one of the gentle Kitsune, mighty stewards of rice and fortune. Their claws deal 1d6 + STR, for each additional, extra attack gained through Base Attack Bonus increase they gain another 1d6. Additionally, for each tail you have you gain an additional +2 DEX and CHA, which are also their preferred attributes.
Your attacks are considered elemental (each type has its own elemental damage, Heaven: Divine; Void: Negative; Wind: Force; Spirit: Untyped; Fire: Fire; Earth: Acid; River: Water; Ocean: Water; Mountain: Acid; Forest: Nature (50% Acid, 50% Divine); Thunder: Electricity; Time: Untyped; Sound: Sonic) damage for the benefits of energy resistances and vulnerabilities and are considered claws for feat and ability prerequisites.
Tengu
Originally, the Tengu were a hindrance to the fledgling Soul Society. Continually stealing small children from the outlying farm towns, and never being caught. The children were never seen again, none know the answers as to what happened to the children, and the Tengu never gave any answers to this question since then or before. They kept their homes hidden and protected. Several rescue parties of both villagers and Shinigmai never returned. During one of the later times when some Tengu stole some children, an observant Kitsune with five tails, observed and followed the retreating Tengu with its Shinigami patrol in hot pursuit. The Kitsune remained at a safe distance, but still close enough that it could observe what happened. The Shinigami were beset by several dozen Tengu. And killed to the last Shinigami, the Kitsune was not discovered, and followed the Tengu into their homelands. What the Kitsune found was a beautiful valley with lush farmlands covering the floor of the valley, and a large statue in the middle of the fields. All around the walls of the surrounding mountains, where nests of Tengu. The entrance to the valley was filled with the remaining Zanapakatous of the fallen Shinigami. From its hidden vantage point, the Kitsune observed hundreds of children farming the lands.
The Kitsune was able to sneak back out of the valley, and made its way back to Inari, its patron. And informed him of what he’d found. Inari, wanting to farther strength the bonds with Soul Society, instructed the Five-Tail to inform the Captain-Commander and his 12 other Captains, of what he found. The Captain-Commander and his other Captains marched themselves to the valley lead by the Kitsune. A massive battle ensued as the Shinigami Captains fought with the Tengu. Eventually, the Shinigami were victorious and recovered all the missing children, and the Zanapakatous of their fallen. The Tengus surrendered, and were barely saved by the Five-Tails, that informed the Shinigamis that, they themselves were recently accepted by Soul Society. And that maybe there was a way to fix the rift and bring the Tengus over to Soul Society’s side. So over time and with the assistance of the Kitsune, the Tengus began to change themselves. They educated the Shinigami on their beliefs and came to protect the religions of Soul Society. They also moved from taking the small children to assisting with locating and recovering lost children.
After much time had passed, the Five-Tail didn’t realize it but Inari had raised his status from a Five-Tail to a Nine-Tail in honor of his incredible task. The Tengus also respected the Kitsune because of what one did for them, for surely if it wasn’t for that one, then they would have all been destroyed.
Prerequisites: Exclusive of any other racial feats
Benefit: You are one of the wise and charismatic Tengu. You receive a +2 CHA and WIS. Additionally, you can learn any language just by listening to it. You must make an INT DC check 16 to learn a language. Unarmed attacks deal 1d6 + 1d6 cold damage for every time you gain another attack based upon your Base Attack Bonus.
Kitsune Feats
Alabaster Adavism [KITSUNE]
Your connection to Byakko is so strong that you have adapted his powerful abilities to your own.
Prerequisites: Kitsune Feat, CHA 13+, DEX 15+, Base Attack Bonus 12+
Benefits: You gain a bonus on your CHA and DEX scores equal to the number of racial feats you possess. You also gain a +4 bonus on Skill Checks that involve Charisma and Dexterity. Also, once per day you may fly into a Luck of Probability State. While in a Luck of Probability State, you gain a +4 bonus to Charisma and a +8 bonus to Dexterity. You take a -2 penalty to your FORT Saves and Skill Checks that do not involve Charisma or Dexterity. You gain the ability Luck of Probability State, which allows you to treat any roll between 2 and your number of tails as the number of tails, a Natural “1” still counts as a failure. This is useable once per point of CHA modifier you possess. Once this duration ends you are winded, each additional use of this ability increases the steps after the durations have ended (Winded become fatigued, fatigued becomes exhausted, exhausted becomes unconscious)
Special: You may take this feat multiple times, each time you do, you gain an extra use of your Luck of Probability.
Bite [KITSUNE]
Prerequisites: Kitsune Feat, STR 13+
Benefit: You gain a Bite attack as a secondary natural weapon. It deals 1d3 + STR Modifier damage, and can be used as part of a full round action by taking a -5 penalty to all attacks that round. This damage increases by 1d3 per 5 ranks in Base Attack Bonus you have
Blindsight [KITSUNE]
Prerequisites: Kitsune Feat, Survival 10 ranks, Scent Feat
Benefits: You gain Blindsight out to a range of 15 feet.
Special: You may take this feat more than once. Each time you take it adds 15 feet to your blindsight range.
Breath Weapon [KITSUNE]
Prerequisites: Kitsune Feat, CON 13+
Benefits: You can now perform a Breath Weapon that effects a cone or a line in front of you with an area of length equal to ½ (character level + INT modifier) * 10 ft. Victims are allowed a REF save (DC 10 + ½ character level + INT modifier) for half damage. This requires a standard action to fire, and provokes an attack of opportunity. Damage is equal to your elemental claw damage. There is a cool down period equal to 1d6+1 rounds.
Elemental Bite [KITSUNE]
Prerequisites: Kitsune Feat, Bite Feat, STR, 15+
Benefit: Choose one of the following elements (Fire, Cold, Electricity, Acid, Sonic or Force), your bite deals an extra 1d6 damage of that type each time it's used as if it were an elemental weapon of the corresponding type. This damage does not supersede the damage your bite naturally does (cold) but is counted as part of the attack. If any part of your bite breaks the target's damage reduction or resistances, the entire bite does.
Greater Breath Weapon [KITSUNE]
Prerequisites: Kitsune Feat, Breath Weapon, CON15+
Benefit: Your Breath Weapon’s range is increased to (character level + INT modifier) *10 ft, with the REF Save DC: increasing to your full character level. As well as the damage increasing to twice your elemental claw damage. The cool down period is increased to 1d6+1 rounds.
Greater Elemental Bite [KITSUNE]
Prerequisites: Kitsune Feat, Bite Feat, Elemental Bite Feat, STR 15+
Benefit: You can now enhance your Elemental Bite to do bonus damage equal to 1d6 per point of STR Modifier your character has (Instead of the normal 1d6). It still retains the same damage type as your normal elemental bite. You may choose to use this feat, or the Elemental Bite Feat. If you use this feat, you cannot use it for 1d6+1 rounds afterward and revert to the Elemental Bite feat for damage.
Pounce [KITSUNE]
Prerequisites: Kitsune Feat, 2d6 Claw Damage
Benefits: When a creature with this special attack makes a charge, it can follow with a full attack—including rake and rend attacks if the creature has such abilities.
Rake [KITSUNE]
Prerequisites: Kitsune Feat, Second Claw Feat. DEX 13+
Benefits: A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple. A Hollow with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Scent [KITSUNE]
Prerequisites: Kitsune Feat, Survival 4 Ranks
Benefits: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. A creature with the Track feat and the scent ability can follow tracks by smell, making a WIS check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Second Claw [KITSUNE]
Prerequisites: Kitsune Feat
Benefits: You gain an extra attack at your highest attack bonus. This attack is a claw attack that deals damage equal to your damage.
Tengu Feats
Ashen Adavism [TENGU]
Prerequisites: Tengu Feat, DEX 13+, WIS 15+, Base Attack Bonus 12+ Ranks
Benefit: You gain a bonus on your DEX and WIS scores equal to the number of racial feats you possess. You also gain a +4 bonus on Skill Checks that involve WIS and CHA. Also, once per day you may enter a Zen State. While you are in your Zen state, you gain a +4 bonus to CHA and a +8 bonus to WIS. While in your Zen State, you add your WIS Modifier to all d20 rolls, but take a -2 penalty on all Saves and Skill checks. The increase in WIS gives bonus uses of your Freezing Ray spell like ability if you have it. These bonuses last for a number of rounds equal to 3 + your newly modified WIS Modifier. You are winded at the end of your Zen State. If you have the Rage feat, the Hollow Within feat, or the Summon Divinity prestige feat, you may use them in any combination, even using all four at once. Increase the tiredness one step for each rage you stack upon Buddist Adavism. (Winded become fatigued, fatigued becomes exhausted, exhausted becomes unconscious)
Special: You may take this feat multiple times, each time you do, you gain an extra use of your ability to enter your Zen State.
Wind Subtype [TENGU]
Prerequisites: Tengu Feat, Resist Cold Feat
Benefits: You gain the Cold Subtype. You now take 1/4 damage from Cold-based attacks, but take an additional 50% damage from Fire-based attacks.
Flight [TENGU]
Prerequisites: Tengu Feat, DEX 13+
Benefits: You can use your wings to fly at your land speed with poor maneuverability.
Buddhist Prayers [TENGU]
Prerequisites: Tengu Feat, Resist Cold Feat, Cold Subtype Feat
Benefits: You lose your Wind Subtype, and you now emit an aura affecting a radius equal to ½ your level times your CHA modifier times 5 ft. All allies within this aura gain a Fast Heal 2 (10 points per round), and a bonus to all combat rolls equal to your CHA modifier.
Special: You may take this feat once more. If you do, the Fast Healing keeps doubling.
Cold [TENGU]
Prerequisites: Tengu Feat, Cold Subtype OR Buddhist Prayer feat
Benefits: You generate so much heat that merely touching you deals 1d6 points of cold damage to the individual. The Tengu's metallic weapons, if any, also conduct this cold. A Tengu can suppress or resume this ability as a free action.
Improved Maneuverability [TENGU]
Prerequisites: Tengu Feat, DEX 13+, Flight feat
Benefits: Your maneuverability increases by one category (Max Perfect)
Special: You may take this feat more than once. Its effects stack until you reach perfect maneuverability.
Improved Flight [TENGU]
Prerequisites: Tengu Feat, DEX 15+, Flight Feat, Tumble 6+ Ranks
Benefit: Add +10 Feat to your Flight Speed
Special: You may take this feat multiple times. Its effects stack. Each time you take this feat, increase the Tumble Prerequisite by 3 ranks.
Resist Cold [TENGU]
Prerequisites: Tengu Feat
Benefits: You gain Resistance to Cold equal to your character level + 10
Master of the Blade [TENGU]
Prerequisites: Tengu Feat, Buddhist Prayer, Cold Feats
Benefits: You may take this feat multiple times, each time you either gain an additional dice of damage, 1 level of damage dice, gain another attack at your mid-range attack bonus (melee only)
Obsidian Soul [TENGU]
Prerequisites: Tengu Feat, WIS 13+
Benefits: You gain the following Spell-Like abilities: At Will - Darkness, Once per day per WIS Modifier - Freezing Ray.
Special: You may take this feat once more. If you do, your Darkness ability is Extended (Lasts 2x the time it normally does) and your Freezing Ray is Empowered (After damage calculation, multiply damage by 1.5).
Hybrid changes
• Kitsune: Your wild fury has given you the power of your side Inari. You gain an extra attack at your highest Base Attack Bonus, as well as getting the option to re-roll any number of rolls equal to your number of tails.
• Tengu: By dedicating yourself to bringing light to the darkness, you gain the agility and grace of Buddha and his ability to enlightenment. Once per day per two levels while in your Hybrid state, you may enter a state of enhanced sensory input, giving you the ability to move and dodge more quickly than before. When you enter this state, you gain a +6 dodge bonus to Armor Class and WILL Saving Throws, a +2 bonus on your other two saving throws, and the Evasion special ability. If you already have the Evasion special ability, you gain Improved Evasion. Once per day per 5 levels, while in your Hybrid state, you also gain the ability to defy death. You gain the Force of Will special ability, this allows your substitute your WILL save with any other save, additionally as long as you make the WILL Save, you cannot go below 0 hit points, no matter how much damage you take.
Kanzen changes
• Kitsune: You gain another attack at your highest Base Attack Bonus, and as well as, the number of re-rolls you have is now equal to double the number of tails you have.
• Tengu: While in your heightened awareness state, the bonuses to your statistics improve to +12 dodge bonus to Armor Class and REF Saving Throws, +4 to all other saving throws, and you gain Improved Evasion (If you already have improved evasion, you gain no improvement). Your Force of Will may be used once per day per 4 levels, and if you make the WILL Save, you cannot go below 1 hit
Shinkoukenjin Ascendent
Sugirukanzen:
• Kitsune: You gain another attack at your highest base attack bonus; additionally your claw attacks now deal residual damage in that opponents successfully damaged by your claws take half the damage that they suffered again the following round. Also your claw attacks move up 2 sizes. Your breath weapon becomes an increases in area by 1.5 times.
• Tengu: While in your heightened awareness state, the bonuses to your statistics improve to +24 dodge bonus to Armor Class and REF Saving Throws, +8 to all other saving throws, and you gain Improved Evasion (If you already have improved evasion, you gain no improvement). Your Force of Will may be used once per day per 3 levels, and if you make the REF Save, you cannot go below 1 hit point during it.
Paragon Shinkoukenjin
PERFECTION OF SOUL
In addition to the normal text of this ability, it reads:
• Kitsune: While in your Luck of Probabilty State, you may cast the spell Meteor Swarm every 1d6 +1 rounds as a supernatural ability, where the damage is the same as your claws. You also gain Resist element (same as your claws) 20 and exude an aura of element (same as your claws) that forces all enemies within 20 feet of you to make a FORT check with a DC of 15 + your level + your CON modifier or take 2d6 subdual damage from the element of your claws.
• Tengu: While in your Adavism State, your unarmed attacks have a chance to cause unattended objects to be encased in ice. Objects frozen take 1d6 cold damage per three character levels of the Tengu per round until put out, or destroyed. Attended Objects receive a REF saving throw or be susceptible to the same effect. You gain Cold Resistance 20.
An individual so chosen by Inari, the Shinto Fortune of Foxes and Rice, you have always protected farm lands from wars and battles. During the younger years of the Soul Society, the farmers outside of the walls revered and respected those chosen by Inari. During one trip by a patrol of Shinigami, the Kitsune were mistaken for hollows, and were attacked, and slaughtered since they knew nothing of war, however by the blessing of Inari though some did survive. The attacking Shinigami did not know why the farmers were trying to stop the attack on the Kitsune. Within a month the farms began to suffer, and Soul Society began to face the worst supply of food it has ever faced before or since. A passing 3rd seat, was beset by the farmers to make amends with the Kitsune. The 3rd seat, puzzled by this as his division was not part of the original slaughter. The Shinigami talked to his vice-captain and captain, eventually, they talked to the Captain-Commander. The Captain-Commander with the entire captains came to the farmlands, to see for themselves what was going on. The farmers pleaded with them to make amends or else there wouldn’t be food enough for both Soul Society and the farmers. After some time, the Shinigami began to realize that those that they thought were Hollows, were not in fact Hollows. About the same time Soul Society realized about the other Shikoukenjin were not Hollows. They began to immediately build shrines and offer prayer and food to Inari to bring back the Kitsune. After two years of hard crops, the first Kitsune was witnessed wondering into a nearby field, Shinigami who were present watched it with great concern, they observed that were ever the Kitsune went the crops began to show life. The group then heard a Hollow’s roar and knew there was going to be trouble, concern for the Kitsune they charged the Hollow, not with the intent to kill it, but to protect the Kitsune. They lost their lives, but the Kitsune watched the entire battle, and through it Inari also witnessed, the Kitsune’s tail split into 9, and it attacked and destroyed the rampagine Hollow just as another group of Shinigami arrived. From then on, Soul Society realized what was going on, as the Kitsune kept itself between the Hollow and the crops, seeming to fight with an abundance of luck. The Shingiami realized that the Kitsune were protectors of crops. From then on Soul Society would offer prayers to Inari to bring back more Kitsune, and increase the crops and luck of the Shinigami. That year, the crops were so abundant that there were enough to almost fill the stores.
Within Kitsune society itself is a hierarchy, as there are different colors of Kitsune.
• Heaven: Also known as Celestial, or Prime, this is one of the examples of the 'High' elements mentioned in Kitsune. Their coloration is usually whites, silvers and gold.
• Void: Also known as the Dark kitsune, Void kitsune are the second of the 'High' kitsune. Where Celestial kitsune are myobu, void kitsune are nogitsune. Reiko. Their coloration is usually black, purple or dark blue.
The rest of the kitsune fall under 'wild kitsune', or 'low' kitsune. They were not singled out, but since these are the other elements found in oriental legends, and in legends of the kami, it is safe to assume that the kitsune also fall under these elements.
• Wind: Also known as air kitsune, or kuko. Most kuko are considered 'bad'. Kitsune have been known to appear as wind, or create mists or fog. Their coloration is usually light blue or gray.
• Spirit: Kiko or koryo, another of the 'bad' kitsune, also called 'ghost foxes' or demon foxes. Their coloration is usually whites, light purple with hints of silver.
• Fire, Earth, River, Ocean, Mountain, Forest, Thunder, Time, Sound: While these are the other elements that are listed in the orient as 'low' elements, I have no names for the kitsune of these regions. As I have mentioned, the tanuki and tengu are connected to some of these elements, however, and they can be used to draw parallels. Fire Kitsune have coloration is usually red, yellow and gold. Earth Kitsune have coloration is usually brown, green and other earthtones. River Kitsune have coloration is usually deep blues to light blues with their colorations are usually swirling around each other. Ocean Kitsune have coloration is usually deep blues to light green, with the colorations layered. Mountain Kitsune have coloration is usually brown, green and white, layered like a mountain. Forest Kitsune have coloration is usually deep greens to light greens with brown around their paws and the tip of their tails. Thunder Kitsune have coloration is usually dark gray, dark blue and black colorations with specks of white like the flashing of lightning. Time Kitsune have coloration is usually white, yellow and copper. Sound Kitsune have coloration is usually light blue, light gray and white.
As a Kitsune grows they gain more tails, one for every fifty years they have lived. Each additional tail doubles the life stages, this can cause the Kitsune to revert to a previous age category (ie: old to adult) only penalities are lost with age category drops. When the Kitsune gains its ninth tail, it is effectively immortal, barring any violent events, the Kitsune will live forever.
Prerequisites: Exclusive of any other racial feats
Benefit: You are one of the gentle Kitsune, mighty stewards of rice and fortune. Their claws deal 1d6 + STR, for each additional, extra attack gained through Base Attack Bonus increase they gain another 1d6. Additionally, for each tail you have you gain an additional +2 DEX and CHA, which are also their preferred attributes.
Your attacks are considered elemental (each type has its own elemental damage, Heaven: Divine; Void: Negative; Wind: Force; Spirit: Untyped; Fire: Fire; Earth: Acid; River: Water; Ocean: Water; Mountain: Acid; Forest: Nature (50% Acid, 50% Divine); Thunder: Electricity; Time: Untyped; Sound: Sonic) damage for the benefits of energy resistances and vulnerabilities and are considered claws for feat and ability prerequisites.
Tengu
Originally, the Tengu were a hindrance to the fledgling Soul Society. Continually stealing small children from the outlying farm towns, and never being caught. The children were never seen again, none know the answers as to what happened to the children, and the Tengu never gave any answers to this question since then or before. They kept their homes hidden and protected. Several rescue parties of both villagers and Shinigmai never returned. During one of the later times when some Tengu stole some children, an observant Kitsune with five tails, observed and followed the retreating Tengu with its Shinigami patrol in hot pursuit. The Kitsune remained at a safe distance, but still close enough that it could observe what happened. The Shinigami were beset by several dozen Tengu. And killed to the last Shinigami, the Kitsune was not discovered, and followed the Tengu into their homelands. What the Kitsune found was a beautiful valley with lush farmlands covering the floor of the valley, and a large statue in the middle of the fields. All around the walls of the surrounding mountains, where nests of Tengu. The entrance to the valley was filled with the remaining Zanapakatous of the fallen Shinigami. From its hidden vantage point, the Kitsune observed hundreds of children farming the lands.
The Kitsune was able to sneak back out of the valley, and made its way back to Inari, its patron. And informed him of what he’d found. Inari, wanting to farther strength the bonds with Soul Society, instructed the Five-Tail to inform the Captain-Commander and his 12 other Captains, of what he found. The Captain-Commander and his other Captains marched themselves to the valley lead by the Kitsune. A massive battle ensued as the Shinigami Captains fought with the Tengu. Eventually, the Shinigami were victorious and recovered all the missing children, and the Zanapakatous of their fallen. The Tengus surrendered, and were barely saved by the Five-Tails, that informed the Shinigamis that, they themselves were recently accepted by Soul Society. And that maybe there was a way to fix the rift and bring the Tengus over to Soul Society’s side. So over time and with the assistance of the Kitsune, the Tengus began to change themselves. They educated the Shinigami on their beliefs and came to protect the religions of Soul Society. They also moved from taking the small children to assisting with locating and recovering lost children.
After much time had passed, the Five-Tail didn’t realize it but Inari had raised his status from a Five-Tail to a Nine-Tail in honor of his incredible task. The Tengus also respected the Kitsune because of what one did for them, for surely if it wasn’t for that one, then they would have all been destroyed.
Prerequisites: Exclusive of any other racial feats
Benefit: You are one of the wise and charismatic Tengu. You receive a +2 CHA and WIS. Additionally, you can learn any language just by listening to it. You must make an INT DC check 16 to learn a language. Unarmed attacks deal 1d6 + 1d6 cold damage for every time you gain another attack based upon your Base Attack Bonus.
Kitsune Feats
Alabaster Adavism [KITSUNE]
Your connection to Byakko is so strong that you have adapted his powerful abilities to your own.
Prerequisites: Kitsune Feat, CHA 13+, DEX 15+, Base Attack Bonus 12+
Benefits: You gain a bonus on your CHA and DEX scores equal to the number of racial feats you possess. You also gain a +4 bonus on Skill Checks that involve Charisma and Dexterity. Also, once per day you may fly into a Luck of Probability State. While in a Luck of Probability State, you gain a +4 bonus to Charisma and a +8 bonus to Dexterity. You take a -2 penalty to your FORT Saves and Skill Checks that do not involve Charisma or Dexterity. You gain the ability Luck of Probability State, which allows you to treat any roll between 2 and your number of tails as the number of tails, a Natural “1” still counts as a failure. This is useable once per point of CHA modifier you possess. Once this duration ends you are winded, each additional use of this ability increases the steps after the durations have ended (Winded become fatigued, fatigued becomes exhausted, exhausted becomes unconscious)
Special: You may take this feat multiple times, each time you do, you gain an extra use of your Luck of Probability.
Bite [KITSUNE]
Prerequisites: Kitsune Feat, STR 13+
Benefit: You gain a Bite attack as a secondary natural weapon. It deals 1d3 + STR Modifier damage, and can be used as part of a full round action by taking a -5 penalty to all attacks that round. This damage increases by 1d3 per 5 ranks in Base Attack Bonus you have
Blindsight [KITSUNE]
Prerequisites: Kitsune Feat, Survival 10 ranks, Scent Feat
Benefits: You gain Blindsight out to a range of 15 feet.
Special: You may take this feat more than once. Each time you take it adds 15 feet to your blindsight range.
Breath Weapon [KITSUNE]
Prerequisites: Kitsune Feat, CON 13+
Benefits: You can now perform a Breath Weapon that effects a cone or a line in front of you with an area of length equal to ½ (character level + INT modifier) * 10 ft. Victims are allowed a REF save (DC 10 + ½ character level + INT modifier) for half damage. This requires a standard action to fire, and provokes an attack of opportunity. Damage is equal to your elemental claw damage. There is a cool down period equal to 1d6+1 rounds.
Elemental Bite [KITSUNE]
Prerequisites: Kitsune Feat, Bite Feat, STR, 15+
Benefit: Choose one of the following elements (Fire, Cold, Electricity, Acid, Sonic or Force), your bite deals an extra 1d6 damage of that type each time it's used as if it were an elemental weapon of the corresponding type. This damage does not supersede the damage your bite naturally does (cold) but is counted as part of the attack. If any part of your bite breaks the target's damage reduction or resistances, the entire bite does.
Greater Breath Weapon [KITSUNE]
Prerequisites: Kitsune Feat, Breath Weapon, CON15+
Benefit: Your Breath Weapon’s range is increased to (character level + INT modifier) *10 ft, with the REF Save DC: increasing to your full character level. As well as the damage increasing to twice your elemental claw damage. The cool down period is increased to 1d6+1 rounds.
Greater Elemental Bite [KITSUNE]
Prerequisites: Kitsune Feat, Bite Feat, Elemental Bite Feat, STR 15+
Benefit: You can now enhance your Elemental Bite to do bonus damage equal to 1d6 per point of STR Modifier your character has (Instead of the normal 1d6). It still retains the same damage type as your normal elemental bite. You may choose to use this feat, or the Elemental Bite Feat. If you use this feat, you cannot use it for 1d6+1 rounds afterward and revert to the Elemental Bite feat for damage.
Pounce [KITSUNE]
Prerequisites: Kitsune Feat, 2d6 Claw Damage
Benefits: When a creature with this special attack makes a charge, it can follow with a full attack—including rake and rend attacks if the creature has such abilities.
Rake [KITSUNE]
Prerequisites: Kitsune Feat, Second Claw Feat. DEX 13+
Benefits: A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple. A Hollow with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Scent [KITSUNE]
Prerequisites: Kitsune Feat, Survival 4 Ranks
Benefits: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. A creature with the Track feat and the scent ability can follow tracks by smell, making a WIS check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Second Claw [KITSUNE]
Prerequisites: Kitsune Feat
Benefits: You gain an extra attack at your highest attack bonus. This attack is a claw attack that deals damage equal to your damage.
Tengu Feats
Ashen Adavism [TENGU]
Prerequisites: Tengu Feat, DEX 13+, WIS 15+, Base Attack Bonus 12+ Ranks
Benefit: You gain a bonus on your DEX and WIS scores equal to the number of racial feats you possess. You also gain a +4 bonus on Skill Checks that involve WIS and CHA. Also, once per day you may enter a Zen State. While you are in your Zen state, you gain a +4 bonus to CHA and a +8 bonus to WIS. While in your Zen State, you add your WIS Modifier to all d20 rolls, but take a -2 penalty on all Saves and Skill checks. The increase in WIS gives bonus uses of your Freezing Ray spell like ability if you have it. These bonuses last for a number of rounds equal to 3 + your newly modified WIS Modifier. You are winded at the end of your Zen State. If you have the Rage feat, the Hollow Within feat, or the Summon Divinity prestige feat, you may use them in any combination, even using all four at once. Increase the tiredness one step for each rage you stack upon Buddist Adavism. (Winded become fatigued, fatigued becomes exhausted, exhausted becomes unconscious)
Special: You may take this feat multiple times, each time you do, you gain an extra use of your ability to enter your Zen State.
Wind Subtype [TENGU]
Prerequisites: Tengu Feat, Resist Cold Feat
Benefits: You gain the Cold Subtype. You now take 1/4 damage from Cold-based attacks, but take an additional 50% damage from Fire-based attacks.
Flight [TENGU]
Prerequisites: Tengu Feat, DEX 13+
Benefits: You can use your wings to fly at your land speed with poor maneuverability.
Buddhist Prayers [TENGU]
Prerequisites: Tengu Feat, Resist Cold Feat, Cold Subtype Feat
Benefits: You lose your Wind Subtype, and you now emit an aura affecting a radius equal to ½ your level times your CHA modifier times 5 ft. All allies within this aura gain a Fast Heal 2 (10 points per round), and a bonus to all combat rolls equal to your CHA modifier.
Special: You may take this feat once more. If you do, the Fast Healing keeps doubling.
Cold [TENGU]
Prerequisites: Tengu Feat, Cold Subtype OR Buddhist Prayer feat
Benefits: You generate so much heat that merely touching you deals 1d6 points of cold damage to the individual. The Tengu's metallic weapons, if any, also conduct this cold. A Tengu can suppress or resume this ability as a free action.
Improved Maneuverability [TENGU]
Prerequisites: Tengu Feat, DEX 13+, Flight feat
Benefits: Your maneuverability increases by one category (Max Perfect)
Special: You may take this feat more than once. Its effects stack until you reach perfect maneuverability.
Improved Flight [TENGU]
Prerequisites: Tengu Feat, DEX 15+, Flight Feat, Tumble 6+ Ranks
Benefit: Add +10 Feat to your Flight Speed
Special: You may take this feat multiple times. Its effects stack. Each time you take this feat, increase the Tumble Prerequisite by 3 ranks.
Resist Cold [TENGU]
Prerequisites: Tengu Feat
Benefits: You gain Resistance to Cold equal to your character level + 10
Master of the Blade [TENGU]
Prerequisites: Tengu Feat, Buddhist Prayer, Cold Feats
Benefits: You may take this feat multiple times, each time you either gain an additional dice of damage, 1 level of damage dice, gain another attack at your mid-range attack bonus (melee only)
Obsidian Soul [TENGU]
Prerequisites: Tengu Feat, WIS 13+
Benefits: You gain the following Spell-Like abilities: At Will - Darkness, Once per day per WIS Modifier - Freezing Ray.
Special: You may take this feat once more. If you do, your Darkness ability is Extended (Lasts 2x the time it normally does) and your Freezing Ray is Empowered (After damage calculation, multiply damage by 1.5).
Hybrid changes
• Kitsune: Your wild fury has given you the power of your side Inari. You gain an extra attack at your highest Base Attack Bonus, as well as getting the option to re-roll any number of rolls equal to your number of tails.
• Tengu: By dedicating yourself to bringing light to the darkness, you gain the agility and grace of Buddha and his ability to enlightenment. Once per day per two levels while in your Hybrid state, you may enter a state of enhanced sensory input, giving you the ability to move and dodge more quickly than before. When you enter this state, you gain a +6 dodge bonus to Armor Class and WILL Saving Throws, a +2 bonus on your other two saving throws, and the Evasion special ability. If you already have the Evasion special ability, you gain Improved Evasion. Once per day per 5 levels, while in your Hybrid state, you also gain the ability to defy death. You gain the Force of Will special ability, this allows your substitute your WILL save with any other save, additionally as long as you make the WILL Save, you cannot go below 0 hit points, no matter how much damage you take.
Kanzen changes
• Kitsune: You gain another attack at your highest Base Attack Bonus, and as well as, the number of re-rolls you have is now equal to double the number of tails you have.
• Tengu: While in your heightened awareness state, the bonuses to your statistics improve to +12 dodge bonus to Armor Class and REF Saving Throws, +4 to all other saving throws, and you gain Improved Evasion (If you already have improved evasion, you gain no improvement). Your Force of Will may be used once per day per 4 levels, and if you make the WILL Save, you cannot go below 1 hit
Shinkoukenjin Ascendent
Sugirukanzen:
• Kitsune: You gain another attack at your highest base attack bonus; additionally your claw attacks now deal residual damage in that opponents successfully damaged by your claws take half the damage that they suffered again the following round. Also your claw attacks move up 2 sizes. Your breath weapon becomes an increases in area by 1.5 times.
• Tengu: While in your heightened awareness state, the bonuses to your statistics improve to +24 dodge bonus to Armor Class and REF Saving Throws, +8 to all other saving throws, and you gain Improved Evasion (If you already have improved evasion, you gain no improvement). Your Force of Will may be used once per day per 3 levels, and if you make the REF Save, you cannot go below 1 hit point during it.
Paragon Shinkoukenjin
PERFECTION OF SOUL
In addition to the normal text of this ability, it reads:
• Kitsune: While in your Luck of Probabilty State, you may cast the spell Meteor Swarm every 1d6 +1 rounds as a supernatural ability, where the damage is the same as your claws. You also gain Resist element (same as your claws) 20 and exude an aura of element (same as your claws) that forces all enemies within 20 feet of you to make a FORT check with a DC of 15 + your level + your CON modifier or take 2d6 subdual damage from the element of your claws.
• Tengu: While in your Adavism State, your unarmed attacks have a chance to cause unattended objects to be encased in ice. Objects frozen take 1d6 cold damage per three character levels of the Tengu per round until put out, or destroyed. Attended Objects receive a REF saving throw or be susceptible to the same effect. You gain Cold Resistance 20.