Author Topic: 2 new races, plus 1 new racial track  (Read 8795 times)

Yoder

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2 new races, plus 1 new racial track
« on: March 26, 2012, 08:02:32 PM »
These are my otaku DM's two races. He made them in D&D 3.5 originally, so the mechanical conversion isn't necessarily final. Since he didn't feel like writing the flavor for them, I decided to write what I could come up with with his guidance and permission.

One note: Though Legend makes no mention of deities, my DM's campaigns tend to have a large, diverse, and detailed pantheon (akin to Greek mythology) regardless of the rule system we are using. Most of the deities we use are our own and what deities we keep from the D&D 3.5 pantheon are heavily modified. The deities of the following races are, to no surprise, original since the races themselves are original. I will mention the deities, but much detail has been forgone for the sake of brevity and staying away from historical narrative.

The races and track are in the following posts:
« Last Edit: March 26, 2012, 08:38:28 PM by Yoder »
"Trifles go to make perfection, and perfection is no trifle."
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My Homebrew

My friend just shared this: "Remember that time Gandalf convinced the whole party to flee so that he could take out the Balrog and not have to share any of the XP? Shows up the next session with fancy new robes and everything. What a jerk."

Yoder

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Re: 2 new races, plus 1 racial track
« Reply #1 on: March 26, 2012, 08:03:38 PM »
NEKOMIMI

Ability Adjustments
   +2 to Dex
   +2 to Int
   -2 to Str
Size: Medium
Traits
   Darkvision
   +1 to Ref
Bonus Feat List
   A Song of Arrows
   Shadow Blink
   Breakneck Pace

   The nekomimis are easily recognized by their feline ears and tail, though they otherwise appear human. In many respects, they also tend to act in a cat-like manner. What they lack in raw force, they make up for with their lithe build and cunning minds. For the most part, the other races view them as an oddity, but the nekomimis are ultimately respected for their courteous but distant attitude.

Nekomimi Society
   In many regards, the nekomimis resemble traditional Japan. However, their deeply-rooted matriarchy is one notable exception to this tendency. Most of the nekomimi are island-dwellers, preferring heavily-wooded areas of nearly any climate. Their capital, Aijo, is in the center of their primary island settlement of Nekoshima. Given their inclination toward forests and jungles, small pockets of nekomimi civilization are not abnormal near the coastlines of continents. When nekomimis live among other races, they tend to leave their tradition behind and only nominally claim their goddess. Their language is known as Neko, which is essentially Japanese.
   Nekomimi government is a strict theocratic monarchy. Being a matriarchal society, they serve a queen who also fulfills the role of high priestess. The queen's eldest child, who is always female, is betrothed to a male infant of the royal knights at birth. Such, the crown princess's fiance becomes the leader of the military when she assumes the throne and marries him. The queen traditionally serves for 40 years before retiring to more dedicated religious service. This theocratic monarchy has continued in an unbroken royal line for ages since they have always been geographically isolated and have only recently let go of enough of their xenophobic tendencies to permit trade with other races.
   Though monotheistic, the nekomimis recognize several other important religious figures. Their deity is Amaterasu, the sun goddess. Demi-deities they recognize are Amaterasu's husband, Onetengu; her triplets, Ella(female), Susanoo(male), and Tsukuyomi(female); her avatars, Sasayuki(female) and Genjimaru(male); and her saints, Sumiyaka(husband) and Larana(wife).
   Nekomimi culture places a high value upon honor, and they, being in many ways an old-world type of society, respect all authority and revere both royalty and clergy. They all, to no surprise, have an incredible affinity for felines. Felines of all breeds are kept as companions, from the cats as pets to lions and tigers a mounts. Even those felines without owners are allowed free roam of nekomimi islands. All these felines are naturally tame due to Amaterasu's passive influence. Although in constant spats with the kitsunes, most of the nekomimis are removed enough from the battles that it doesn't affect their daily lives.
   Typical nekomimi names include (surnames first) Okashi Shirahime, Hibito Kosai, Moteneshu Raiku, Tonbo Goken, and Ginima Rumina.

Nekomimi Magic and Technology
   The nekomimis don't particularly favor magic, combat, or technology, utilizing each as it  benefits them. Magically-speaking, nekomimis are known for their proficiency with wind manipulation. The primary focus of their wind magic is augmentation and other auxiliary abilities. The nekomimis make heavy use of archery in their combat as well. They have developed many unique types of bows and arrows, each advancing a particular aspect of archery or fletching. They nekomimis are almost entirely responsible for a revived interest in archery around the world despite the ever-increasing prevalence and development of guns. This combination of ranged weaponry with air magic is a perfect synergy.
   In technological development, the nekomimis are renowned for the detail-oriented fine craftsmen. All wares they develop are highly intricate, even if that intricacy is only for show. They pride themselves on the precision they can achieve through exception attention to detail. This fine craftsmanship is what enables their revolutionary bow and arrow design. Their swords, called katanas, are also known to be exceptionally sharp and durable. This intricacy also feeds into artistic areas, which is why nekomimi calligraphy is considered one of the most beautiful scripts.
« Last Edit: March 26, 2012, 08:09:36 PM by Yoder »
"Trifles go to make perfection, and perfection is no trifle."
~ Michelangelo

My Homebrew

My friend just shared this: "Remember that time Gandalf convinced the whole party to flee so that he could take out the Balrog and not have to share any of the XP? Shows up the next session with fancy new robes and everything. What a jerk."

Yoder

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Re: 2 new races, plus 1 racial track
« Reply #2 on: March 26, 2012, 08:04:28 PM »
KITSUNE

Ability Adjustments
   +2 to Int
   +2 to Cha
   -2 to Con
Size: Medium
Traits
   Fast Movement
   +1 to AC
Bonus Feat List
   To Pierce the Heavens
   Kensai
   Shadow Blink

   The one physically-defining aspect of the kitsunes is their fox-like ears. Also, all kitsune have 1 to 9 fox-like tails. Apart from these two areas, kitsunes look like humans. These tails signify power level and form a clear chain of authoritarian command. Normal kistunes can never have more than 3 tails. At Level 0, the kitsune grows a single tail. At Level 10, the kistune grows a second tail. At Level 20, the kitsune grows a third tail. If any tails are damaged, they mend/regrow after a full night's rest. You may freely reduce the number of your tails that are visible. Though not as hardy as other races, their resourcefulness and deceptive nature assist them in cross-cultural encounters. Although the races generally know of the existence of the kitsunes, they have a somewhat negative opinion about them since they have almost no interaction with them and only hear negative tales about their espionage.

Kitsune Society
   The Kitsune can generally be found living in the foothills around mountain ranges. If a kitsune ever ventures from their incredibly secretive lands, they will generally disguise themselves. Such, kitsunes are rarely seen outside their nation of Shogekiteki. Though few outsiders may travel through their lands (and they are heavily monitored for any suspicious behavior), none are permitted to enter Zeitaku, the capital city. The kitsune speak a dialect of Neko unique to them, though nekomimis can still understand them.
   The kistunes are subject to a monotheistic theocracy, meaning that adherence to a strict set of rules is a must. Also, absolute obedience to any direct command is required. For the kitsunes, this rigorous standard isn't as much of a problem as it would be in other theocracies, because their laws are loose and directives are few. They do have mortal intermediate leaders, but their governmental requirements vary depending on sect. They are more militaristic than the Nekomimis are, but this might is entirely used in defending their territory. Despite their militaristic bent, their actual dedicated forces are few and serve mainly as border patrol, because the average kitsune is more than capable of defending himself. This is due to the fact that martial and magical training regimens are tightly integrated with their education from an early age.
   Being a monotheistic theocracy, the sole focus of the kistunes' worship is their deity, Kyuubi, the 9-tailed fox. Kyuubi interacts indirectly with her followers through her children, Kurama(male), Rin(female), and Yukihime(female), who also act as her avatars. Their directives, authoritatively speaking, are on par with Kyuubi's own command. Each of these three acts a patron saint of a different societal sect of the kitsunes. These sects are defined by origin ancestry, with those who descend from the original spirit foxes changed into kitsunes claiming the 6-tailed Kurama, those Nekomimis who were forcefully transformed into kitsunes claiming the 4-tailed Rin, and those of any race who willingly submitted to being turned into kitsunes claiming the 5-tailed Yukihime. Each sect has a priesthood which operates as an intermediate layer, since the avatars themselves don't usually have the time to interact with the populace.
   The kitsunes are a people with a goal. Their mission is to serve Kyuubi dutifully, as she is literally what sustains them. Since Kyuubi is Amaterasu's enemy, the kitsunes are in a constant but not outright struggle against nekomimi civilization. Though the kitsunes are outmatched in most ways when compared to nekomimis, they still fight. Most of the time, this conflict is manifested in political and religious ploys that, aside from the most daring plots, don't directly affect the either people group.
   Typical kitsune names include (surnames first) Ginima Ketsugi, Sagara Sasuke, Richi Mitsurugi, Torakaka Minishu, Gikumi Ishenomu .

Kitsune Magic and Technology
   Like the nekomimis, the kitsunes strike an even balance among magic, combat, and technology. In magic, they tend toward the use of fire spells. Anybody who has faced a kitsune in combat has a deep respect for their skill in wielding polearms. That they can keep their enemy at a distance, allows them to make better use of the explosive and consuming properties inherent to their fire-based magic. Facing a group of kitsunes is viewed as a suicide mission, because they are usually familiar enough with battlefield strategies to devise a strategy regardless of the situation.
   As far as their own technological advancement is concerned, there is little worth mention. Very little innovation is encouraged among the kistunes. They usually draw on the knowledge converts have from their old lives and send spies to steal the secrets of technological breakthroughs. They have also been able to acquire some technology from invading forces they have put down. There is also a small but entirely dedicated group of researchers in the kistune nation, but most  of their time is spent reverse-engineering rather than inventing. No art of renown has been produced by the kitsunes.
« Last Edit: March 26, 2012, 08:10:25 PM by Yoder »
"Trifles go to make perfection, and perfection is no trifle."
~ Michelangelo

My Homebrew

My friend just shared this: "Remember that time Gandalf convinced the whole party to flee so that he could take out the Balrog and not have to share any of the XP? Shows up the next session with fancy new robes and everything. What a jerk."

Yoder

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Re: 2 new races, plus 1 racial track
« Reply #3 on: March 26, 2012, 08:05:47 PM »
The Kitsune Racial Track

8 HP/Level
6 Skills
KOM: Cha
KDM: Int
BAB: 20
Fort: 10
Ref: 15
Will: 15

Taking this track is comparable to being a Kistune paragon, to use a term from the D&D 3.5 Unearthed Arcana supplement. Those who follow Kurama must take this track racially, those who follow Rin must take this track through Guild Initiation, and those who follow Yukihime are not required to take this track. You acquire every ability listed under each circle.

1st Circle
Fox FireSLA: Thrice per [Encounter] as a move or standard action once per [Round], you may cause an partially-illusory burst of fire to erupt in the square occupied by any target within [Close] range. The target must pass a Will save (DC 10 + 1/2 your character Level + your Charisma modifier) or take 1d6 [Fire] damage for every circle you possess of the Kitsune track and be set [On Fire]. The target may not use a move action to put the fire out for the duration of Fox Fire. For the duration of Fox Fire, the target may not be targeted by Fox Fire and is [Immune] to other sources of Fox Burn. If the target passes their Will save, the flames disappear with no effect. You are [Immune] to Fox Fire and Fox Burn. This is a [Figment] effect.

2nd Circle
Fox BurnSU: The target of Fox Fire now emits a field of flames out to a distance equal to your [Melee] range. Any creature within that proximity at any point (including during movement) takes 1d4 [Fire] damage for every circle of the Kistune track you possess and must pass a Reflex save (DC 10 + 1/2 your character Level + your Intelligence modifier) or be set [On Fire]. Any creature affected by this may not use a move action to put themselves out while within Fox Burn. Fox Burn lasts for the duration of Fox Fire and is not a [Figment]. The target of Fox Fire takes the damage from Fox Burn additionally but does not suffer any of its other effects.
Fox FlareEX: Even if they disbelieve the fire, the light it emits is real. If the target of Fox Fire passes their Will save, they become [Dazzled] for 1 round. This ability effects those [Immune] to Fox Fire or [Figment] effects.
VixenEX: You are proficient at flirting. You gain a +1 racial bonus to Bluff, Diplomacy, and Perception checks. This is a passive ability.

3rd Circle
Long Fox FireSLA: Fox Fire instead lasts for 1 round, and its range extends to [Medium].
Burn MirageSU: While you are within any Fox Burn, you are [Concealed] from the target of Fox Fire. This is a [Glamer] effect.

4th Circle
Fox FlamesSU: While you are within any Fox Burn, your weapons are affected by the [Fire] version of the Flame Blade spell as if cast by a creature of your level.
Bright Fox FlareEX: The [Dazzled] condition inflicted by Fox Flare now lasts for 2 Rounds.
Gorgeous VixenEX: The racial skill bonuses from Vixen increase to +2.

5th Circle
Longer Fox FireSLA: Fox Fire lasts for 2 rounds, and its range extends to [Long].
Hidden Burn MirageSU: Burn Mirage makes you [Fully Concealed].

6th Circle
Shining Fox FlareEX: The [Dazzled] condition inflicted by Fox Flare now lasts for 3 Rounds.
Voluptuous VixenEX: The racial skill bonuses from Vixen increase to +4.
Flaming Fox BurnSU: Fox Burn extends out to a distance equal to your [Close] range.

7th Circle
Longest Fox FireSLA: Fox Fire lasts for 3 rounds.
Secret Burn MirageSU: Burn Mirage makes you both [Fully Concealed] and [Invisible].

Old version:
Spoiler
1st Circle
Fox FireSLA: Thrice per Encounter as a standard action, you may cause an partially-illusory burst of [Figment] fire to erupt in the square occupied by any target within medium range with whom you have line of sight/effect. The target must pass a Will save (DC 10 + 1/2 your character Level + your Charisma modifier) or take 1d6 [Fire] damage for every circle of the Kitsune track you possess and is set [On Fire]. The target may not use a move action to put the fire out for the duration of Fox Fire. For the duration of Fox Fire, the target may not be targeted by Fox Fire and is not affected by the damage from Fox Burn originating from another Fox Fire target. If the target passes their Will save, the flames disappear with no effect. You are [Immune] to all detrimental effects of this track.
Sly FoxSU: As a full-round action, you may assume a form related to your lineage. Followers of Kurama may change into a spirit fox (an [Ethereal] fox that only has the Kitsune track), followers of Rin may change into a Nekomimi, and followers of Yukihime may change into a the race they or their predecessor was before becoming a Kistune. This disguise is a purely cosmetic [Glamer] (not even a difference in size category does anything Mechanically), and can only be detected by magical means, though a disguised Kitsune not acting like the thing they turned into could certainly raise suspicions (but not lead to definites).

2nd Circle
Fox Burn: The target of Fox Fire now emits a field of flames out to a distance equal to your melee range. Anything within that proximity at any point (including during movement) takes 1d4 [Fire] damage for every circle of the Kistune track you possess and must pass a Reflex save (DC 10 + 1/2 your character Level + your Intelligence modifier) or be set [On Fire]. Anybody affected by this may not use a move action to put themselves out while within Fox Burn. Fox Burn lasts for the duration of Fox Fire.
Fox Flare: If the target of Fox Fire passes their Will save, they become [Dazzled] for 1 round.
VixenEX: You gain a +2 bonus to Bluff checks.

3rd Circle
Fox Fire: Fox Fire's range extends to medium. Additionally, Fox Fire lasts for 1 round.
Sly Fox: You may assume the form of a spirit fox, a Nekomimi, or any race of the size category of you were or your predecessor was before becoming a Kitsune.
Burn Mirage: While a creature with the Kitsune track is within Fox Burn, they are treated as [Concealed] to the target.

4th Circle
Fox Fire: You may use Fox Fire as a move action.
Fox Burn: Fox Burn extends out to a distance equal to your close range.
Fox Flare: If the target of Fox Fire passes their Will save, they become [Dazzled] for 2 rounds.
Vixen: Your Bluff check bonus increases to +4. Additionally, you gain a +2 bonus to Diplomacy checks.
Fox Flames: While a creature with the Kitsune track is within Fox Burn, their weapons are treated as if affected by the [Fire] version of the Flame Blade spell.

5th Circle
Fox Fire: Fox Fire's range extends to long. Additionally, Fox Fire lasts for 2 rounds.
Burn Mirage: While a creature with the Kitsune track is within Fox Burn, they are treated as [Fully Concealed] to the target.

6th Circle
Sly Fox: You may assume the form of a spirit fox or if:
   originally small, any small or medium race
   originally medium, any small, medium, or large race
   originally large, any medium or large race
Fox Flare: If the target of Fox Fire passes their Will save, they become [Dazzled] for 3 rounds.
Vixen: Your Bluff check bonus increases to +6 and your Diplomacy check bonus increases to +4. Additionally, you gain a +2 bonus to Perception checks.

7th Circle
Fox Fire: Fox Fire lasts for 3 rounds. Additionally, You may use Fox Fire as a swift action.
Burn Mirage: While a creature with the Kitsune track is within Fox Burn, they are treated as [Fully Concealed] and [Invisible] to the target.



Track Data (for ease of referring to abilities/upgrades in talking of balance)
Code: [Select]
Fox Fire: Damage:           1
1d6 [Fire] damage per circle + [On Fire]
Fox Burn: AoE:              1 2   4
personal, melee, close range
Fox Fire:   Range:          1   3   5
close, medium, long range
Sly Fox:    Disguise:       1   3     6
what they were: spirit fox, previous race, or Neko;
spirit fox, any original size race, and Neko;
spirit fox or any
originally small:  small or medium           size race
originally medium: small,   medium, or large size race
originally large:           medium  or large size race
Fox Fire:  Duration:        1   3   5   7
0, 1, 2, 3 rounds
Fox Fire:  Action Cost:     1     4     7
standard, move, swift action
Fox Flare:  Pass Will Save:   2   4   6
Dazzled for 1, 2, 3 rounds
Vixen:      Skill Bonuses:    2   4   6
+2, +4, +6 to Bluff
+0, +2, +4 to Diplomacy
+0, +0, +2 to Perception
Fox Flames: Flame Weapon:         4
[Fire]
Burn Mirage: Visibility:        3   5   7
Concealed, Fully Concealed, Invisible + Silent

ANALYSIS
Circle:             1 2 3 4 5 6 7
Abilities/Upgrades: 2 3 4 5 3 3 3

> Only Fox Fire and Sly Fox are actually gotten at Circle 1; the other abilities merely show they are active in Circle 1 to emphasize their progression pattern.



Notes:
> I would definitely like some input regarding balancing this racial track. I think it's pretty balanced when you consider its weaknesses, but I'm sure some numbers/progressions could use some work.
> Circles 1-3 average out with Circles 3-6 in terms of ability accrual/upgrade.
> Circle 4 is intentionally loaded-up with more abilities, because that is around the time a kitsune gets their second tail.
> Maybe make Fox Flare upgrade at 2(dazzled) and 6(blinded/dazed) only to lessen Circle 4's boost.
> I'm open to suggestions for Vixen, though I'd like it to feature multiple skill bonuses at those specific circles.
> There isn't really a capstone to this track, but the various improvements to your abilities should compensate.
« Last Edit: November 12, 2012, 09:04:05 PM by Yoder »
"Trifles go to make perfection, and perfection is no trifle."
~ Michelangelo

My Homebrew

My friend just shared this: "Remember that time Gandalf convinced the whole party to flee so that he could take out the Balrog and not have to share any of the XP? Shows up the next session with fancy new robes and everything. What a jerk."

Greenish

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Re: 2 new races, plus 1 new racial track
« Reply #4 on: March 26, 2012, 10:37:55 PM »
Why do some kitsunes randomly have a feat tax?
Legend characters:

Samael Krane, chain-smoking demon paladin.

Yoder

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Re: 2 new races, plus 1 new racial track
« Reply #5 on: March 26, 2012, 10:46:25 PM »
It's entirely for narrative purpose. There's generally little reason to build your character as a kitsune who descended from an unwillingly-transformed nekomimi, because it is intended for nekomimis who are kidnapped and transformed into kitsunes (the "first-generation" of that type of kitsune) (an event the GM should consult with a player about). Most players will want to play as a kitsune from one of the other 2 non-traumatic kitsune origins anyway. Also, since the kitsune religion is a guild (as nearly all religions should be mechanically), it counts as late buy-in. Again, it's primarily for story reasons. :)
« Last Edit: March 26, 2012, 10:49:45 PM by Yoder »
"Trifles go to make perfection, and perfection is no trifle."
~ Michelangelo

My Homebrew

My friend just shared this: "Remember that time Gandalf convinced the whole party to flee so that he could take out the Balrog and not have to share any of the XP? Shows up the next session with fancy new robes and everything. What a jerk."

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Don't mind me I'm just insane.
« Reply #6 on: March 26, 2012, 11:29:57 PM »
Reading nekomimi literally… that's a race of cat ears. They also has tails too, oh my!

PaxImbrium

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Re: 2 new races, plus 1 new racial track
« Reply #7 on: March 27, 2012, 10:57:56 AM »
Quote
> Only Fox Fire and Sly Fox are actually gotten at Circle 1; the other abilities merely show they are active in Circle 1 to emphasize their progression pattern.
This is just confusing, and makes Fox Fire seem way too powerful for a 1st circle ability. Don't write about it in the sense of the abilities it's going to have, write about it in the sense of what it can do right now, at that circle.

Quote
> Oh, I forgot to mention: Fox Fire is a Spell-Like Ability, and Sly Fox is a Supernatural Ability.
Mention this in the track to avoid confusion.

Quote
Fox Burn: The target of Fox Fire now emits a field of flames out to a distance equal to your melee range. Anything within that proximity at any point (including during movement) takes 1d6 [Fire] damage for every circle of the Kistune track you possess and is set [On Fire]. Anybody affected by this may not use a move action to put themselves out while within Fox Burn.
So, if I'm reading this right, everyone within the area takes 1d6/circle damage and is set on fire? Including allies or yourself? This has a lot of friendly fire potential. Even assuming it doesn't affect friendlies (or you just stay our of range), this practically seems too good when dealing with closely spaced mooks; just cast it on one of them and all of them in the area take full damage as if they'd been the target of the ability. The fact that you can do this every round is just OP, and that you can do it every round as a swift out to [long] range and hit everyone within [close] range of the target? That's just right out, you've basically turned the class into an infinite mini-nuke launcher. I like that it gives [dazzled] on a successful save though.

Also, I'm assuming that fox burn only lasts as fox fire does? If so, make it explicitly clear, and also make it clear when fox fire ends.

Quote
Sly Fox: As a full-round action, you may assume a from related to your lineage. Followers of Kurama may change into a spirit fox (an ethereal fox that only has the Kitsune track), followers of Rin may change into a nekomimi, and followers of Yukihime may change into a the race they or their predecessor was before becoming a kistune.
So, it gives you transformation powers, I get that, but what does it do mechanically? Does turning into an ethereal fox essentially make you an elite mook? is the ethereal fox actually an [ethereal] fox? does turning into another creature give you stats of that creature's chassis? do you get a bonus to bluff or larceny checks to impersonate one of those creatures? Be specific.

Yoder

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Re: 2 new races, plus 1 new racial track
« Reply #8 on: March 27, 2012, 12:36:16 PM »
That note refers to the section in code tags and has been moved in there. The description for Circle 1 already only described the two abilities.

Types were added to the appropriate abilities.

I changed Fox Fire to be usable every other round.
Bear in mind that none of Fox Fire's effects happen if the primary target passes their initial will save to disbelieve. It does affect all creatures including allies, though all with the Kitsune racial track (which includes the caster), as stated in the first circle, are immune to the negative Fox Fire effects.
Also note that the people in Fox Burn can move away or the person affected by Fox Fire can run away from his allies (or try running toward the caster's non-kitsune allies).
Additionally, fox fire and burn damage doesn't stack for multiple fox burns overlapping.

Fox Burn now states that it lasts as long as Fox Fire does.
Fox Fire is already given a duration. Before then, it is an instantaneous effect (which doesn't really need to be stated any more than it does for the elementalist's elemental burst).

I'll touch on Sly Fox later, as I don;t have the time to elaborate now.
"Trifles go to make perfection, and perfection is no trifle."
~ Michelangelo

My Homebrew

My friend just shared this: "Remember that time Gandalf convinced the whole party to flee so that he could take out the Balrog and not have to share any of the XP? Shows up the next session with fancy new robes and everything. What a jerk."

Kitsune_Kinomi

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Re: 2 new races, plus 1 new racial track
« Reply #9 on: March 27, 2012, 12:58:05 PM »
Quote
Sly Fox: As a full-round action, you may assume a from related to your lineage. Followers of Kurama may change into a spirit fox (an ethereal fox that only has the Kitsune track), followers of Rin may change into a nekomimi, and followers of Yukihime may change into a the race they or their predecessor was before becoming a kistune.
So, it gives you transformation powers, I get that, but what does it do mechanically? Does turning into an ethereal fox essentially make you an elite mook? is the ethereal fox actually an [ethereal] fox? does turning into another creature give you stats of that creature's chassis? do you get a bonus to bluff or larceny checks to impersonate one of those creatures? Be specific.
[/quote]
From a narrative perspective: If you look at if from a campaign perspective, this would allow for all sorts of havoc. Since it was mentioned that they have a tenancy for espionage it allows them to change their looks so they can slip into say the party filled with the heroes of light and threw carefully thought out actions allow them to say trick the heroes to unleashing the great lord of shadows on the land again. I mean given the Mythos provided they do not sound like nice people so a party would be much more likely to trust a happy little gnome then they would trust a race know for being secretive and generally evil. Also this would allow for the same NPC to appear as multiple different NPCs. As for turning into a fox it is one of two things, either it allows for them to move around with to much trouble how often does a party really give a crap about a fox in a forest were as they will stop to question must humanoids they run across in a forest, or it's just a bit of flavor. The basic ability of personal transformation is an incredibly powerful narrative tool, and it's also one that I don't think I've seen in any core legend material.

From a mechanics perspective: Really if it's not said then you shouldn't assume. It was never said that you gain the new stats based on the race that you look like and it's referenced strongly as being an illusory type ability in other words its not a true change from one to the other its like putting on a second skin. So it doesn't have to be said that they don't take on the stats of the new race it's implied. As far as the ethereal of the fox I don't know where that came from. Once again if it's not said then don't assume, it's not an ambiguous post it's just not doing every thing that one might assume it to do.
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Re: 2 new races, plus 1 new racial track
« Reply #10 on: March 27, 2012, 01:40:27 PM »
From a mechanics perspective: Really if it's not said then you shouldn't assume. It was never said that you gain the new stats based on the race that you look like and it's referenced strongly as being an illusory type ability in other words its not a true change from one to the other its like putting on a second skin. So it doesn't have to be said that they don't take on the stats of the new race it's implied. As far as the ethereal of the fox I don't know where that came from. Once again if it's not said then don't assume, it's not an ambiguous post it's just not doing every thing that one might assume it to do.
If you define an ability as "you can turn into someting else", it should be very, very explicit about what that means. Otherwise, are are defaulting to a non-existant general rule. If it is purely cosmetic, it should say so. If it is isn't, it needs to clearly define it. Saying "You can assume the form of an [ethereal] creature with this track" REALLY bears clear rules as to what that is doing. "Assume the form of" is not a term with any meaning in Legend. It must be defined. The ability is extremely ambiguous.
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Re: 2 new races, plus 1 new racial track
« Reply #11 on: March 27, 2012, 06:26:09 PM »
From a mechanics perspective: Really if it's not said then you shouldn't assume. It was never said that you gain the new stats based on the race that you look like and it's referenced strongly as being an illusory type ability in other words its not a true change from one to the other its like putting on a second skin. So it doesn't have to be said that they don't take on the stats of the new race it's implied. As far as the ethereal of the fox I don't know where that came from. Once again if it's not said then don't assume, it's not an ambiguous post it's just not doing every thing that one might assume it to do.
If you define an ability as "you can turn into someting else", it should be very, very explicit about what that means. Otherwise, are are defaulting to a non-existant general rule. If it is purely cosmetic, it should say so. If it is isn't, it needs to clearly define it. Saying "You can assume the form of an [ethereal] creature with this track" REALLY bears clear rules as to what that is doing. "Assume the form of" is not a term with any meaning in Legend. It must be defined. The ability is extremely ambiguous.
There is such a thing as using a default implied case. Much like if is say "you create an illusionary apple" a few things can safely be assumed about the apple. 1: The apple isn't real 2: The apple can not accomplish the normal purpose of an apple, namely making one less hungry 3: The apple is also immaterial to begin with. For most of us this isn't our first trip into a fantasy world, there are some things that are just accepted in general. You know like the fact that a fire ball is hot. Do you have to say that it's hot? No of coarse not its fire! Some times you have to think a little bit about what is being said rather then just expecting every detail to be spoon fed to you.
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Re: 2 new races, plus 1 new racial track
« Reply #12 on: March 27, 2012, 06:30:22 PM »
Yes, it is entirely cosmetic (change noted in the original posting as well), with even size category changes not affecting your stats.
The skill check bonuses of Vixen, to some degree, can be seen to model the believability of Sly Fox, they just come 1 circle delayed.

As far as the "why" of Fox Fire, it is (in its original and probably best usage) meant for use by a kitsune in part with other kitsune to divide the enemy party and gang up on the enemy affected by fox fire.
How about changing Fox Burn's damage to 1d4 per circle if you still think it's too strong?
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Re: 2 new races, plus 1 new racial track
« Reply #13 on: March 27, 2012, 07:06:18 PM »
From a mechanics perspective: Really if it's not said then you shouldn't assume. It was never said that you gain the new stats based on the race that you look like and it's referenced strongly as being an illusory type ability in other words its not a true change from one to the other its like putting on a second skin. So it doesn't have to be said that they don't take on the stats of the new race it's implied. As far as the ethereal of the fox I don't know where that came from. Once again if it's not said then don't assume, it's not an ambiguous post it's just not doing every thing that one might assume it to do.
If you define an ability as "you can turn into someting else", it should be very, very explicit about what that means. Otherwise, are are defaulting to a non-existant general rule. If it is purely cosmetic, it should say so. If it is isn't, it needs to clearly define it. Saying "You can assume the form of an [ethereal] creature with this track" REALLY bears clear rules as to what that is doing. "Assume the form of" is not a term with any meaning in Legend. It must be defined. The ability is extremely ambiguous.
There is such a thing as using a default implied case. Much like if is say "you create an illusionary apple" a few things can safely be assumed about the apple. 1: The apple isn't real 2: The apple can not accomplish the normal purpose of an apple, namely making one less hungry 3: The apple is also immaterial to begin with. For most of us this isn't our first trip into a fantasy world, there are some things that are just accepted in general. You know like the fact that a fire ball is hot. Do you have to say that it's hot? No of coarse not its fire! Some times you have to think a little bit about what is being said rather then just expecting every detail to be spoon fed to you.
And the default implied case of "  you turn into something" is not that it has no effect on you. The default implied case would be that you turn into it, and get its abilities. Even just taking the appearance of a creature would imply gaining disguise bonuses. And this is a clear example of where relying on a "default implied case" is problematic, because I could argue for many different "default cases".You don't just say "you can cast a fireball". You are saying that is sufficient, because you can assume it is a ball of flame, and hence hot. I'm saying you need to say what that actually does; "You create deal 1d6/level fire damage in  20ft radius burst, reflex save of 10+1/2 level+KAM for half damage." The fluff description is not sufficient without the mechanical meaning. Even if the meaning is "This is just a [glamer], it does not change any of your stats". The current version is much better.
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Re: 2 new races, plus 1 new racial track
« Reply #14 on: March 27, 2012, 08:03:19 PM »
"Assume the form" (which was may exact wording) implies the outward (aka: five senses) without the actual. Meaning is in the interpretation, with definitions of words, phrasing, and idioms taking a higher seat to one's own personal views.

So, does anybody have any further thoughts now that the initial batch of considerations has been taken care of?
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