Post by Zyraen on Feb 5, 2020 23:25:10 GMT 8
Should be reasonably ok, but subject to changes if broken.@Wee Ho D&D
This assumes you gain start with 1 Tail and gain 1 Kitsune Tail per 5 levels. The skill bonuses below are all mind-affecting and charm/enchantment in nature.
For avoidance of doubt, you can use below in any form. A person familiar with Kitsune lore which is afflicted by the feats can use a DC 25 Arcana or Religion to identify you as Kitsune, or DC 30 if he can see someone else being afflicted by it.
FEATS
*Fox Tail III*
Prerequisite: Level 5 Kitsune
When you hit a creature with an implement attack, until ENT you have +2 item bonus to defenses against that creature. For remainder of the scene or 5 mins (whichever shorter), you gain a bonus equal to half your Kitsune tails to Persuasion checks against that creature.
*Fox Tail VI*
Prerequisite: Level 15 Kitsune, Fox Tail III
When you hit a creature with an implement attack, until ENT the target is marked by a willing ally you and the target can see, and which is within 5 squares of the target. For remainder of the scene or 5 mins (whichever shorter), you gain a bonus equal to half your Kitsune tails to Charisma checks against that creature, which doesnt stack with Fox Tail III benefits.
*Fox Tail IX*
Prerequisite: Level 25 Kitsune, Fox Tail VI
When you hit a creature with an implement attack that targets Will, you can apply the Intensify Mastery (ie Dazed/Blinded becomes Stunned, Stunned becomes Dominate) to it by spending 2 WP. You can do this without having any Mastery feats. If you have Mastery Intensify, every time you rest you gain the equivalent of 1 WP that can only be used with this feat.
You can designate one creature you hit with this ability, and any one Charisma check you make against it gains a bonus equal to your number of tails. This remains until you use the bonus, until you designate a different creature, or until your influence is identified as that of a Kitsune and removed (typically via Arcana or Religion check).
This assumes you gain start with 1 Tail and gain 1 Kitsune Tail per 5 levels. The skill bonuses below are all mind-affecting and charm/enchantment in nature.
For avoidance of doubt, you can use below in any form. A person familiar with Kitsune lore which is afflicted by the feats can use a DC 25 Arcana or Religion to identify you as Kitsune, or DC 30 if he can see someone else being afflicted by it.
FEATS
*Fox Tail III*
Prerequisite: Level 5 Kitsune
When you hit a creature with an implement attack, until ENT you have +2 item bonus to defenses against that creature. For remainder of the scene or 5 mins (whichever shorter), you gain a bonus equal to half your Kitsune tails to Persuasion checks against that creature.
*Fox Tail VI*
Prerequisite: Level 15 Kitsune, Fox Tail III
When you hit a creature with an implement attack, until ENT the target is marked by a willing ally you and the target can see, and which is within 5 squares of the target. For remainder of the scene or 5 mins (whichever shorter), you gain a bonus equal to half your Kitsune tails to Charisma checks against that creature, which doesnt stack with Fox Tail III benefits.
*Fox Tail IX*
Prerequisite: Level 25 Kitsune, Fox Tail VI
When you hit a creature with an implement attack that targets Will, you can apply the Intensify Mastery (ie Dazed/Blinded becomes Stunned, Stunned becomes Dominate) to it by spending 2 WP. You can do this without having any Mastery feats. If you have Mastery Intensify, every time you rest you gain the equivalent of 1 WP that can only be used with this feat.
You can designate one creature you hit with this ability, and any one Charisma check you make against it gains a bonus equal to your number of tails. This remains until you use the bonus, until you designate a different creature, or until your influence is identified as that of a Kitsune and removed (typically via Arcana or Religion check).