Kitsune Paragon (3.5e Racial Paragon Class)

Kitsune Paragon
Kitsunes are magical creatures whose power is manifested by the number of tails they possess. By tapping into their inner strength, a kitsune paragon unlocks their true potential, gaining tails and with it, gaining the power to control the minds of others, fly, turn invisible, and more.

Making a Kitsune Paragon
Kitsune paragons are natural spellcasters, and so they assume the roll of spellcaster in the party. In particular they are illusionists and enchanters by far. Thus they excel in social situations, and as battlefield control and masters of save or suck.

Abilities: Charisma is the base ability for their spells per day, spell DCs, and several skills. Constitution is important to any creature, and Dexterity will help shore up their AC in no armor. Intelligence helps with skills, and Strength and Wisdom are least important, needing just enough to lift things and to support their perception based skills.

Races: Kitsune.

Alignment: Any.

Class Features
All of the following are class features of the kitsune paragon.

Weapon and Armor Proficiency: Kitsune paragons are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a kitsune paragon's gestures, which can cause his spells with somatic components to fail.

They stack with actual sorcerer levels, with one restriction. Levels in kitsune paragon only give access to a limited list of spells, they only may select abjuration, divination, enchantment, or illusion spells. If all of their effective sorcerer spellcasting levels come from this class, and they continue to advance in a prestige class, the spellcasting selection remains limited until they take an actual level in sorcerer. Even if they have an actual level in sorcerer, they are limited in selection while taking levels in this class. Bonus spells per day and spell DCs are Charisma based.

Zanko kitsunes may be LG, NG, CG, LN, or TN. Yako kitsunes may be TN, CN, LE, NE, or CE. The choice is permenant once selected, and has a minor effect on the tail powers you may select and your aura from your spiritual presence gained at 8th level.

Select one of the abilities below. Save DCs are 10 + 1/2 HD + Charisma.

 : Select either abjuration, divination, enchantment, or illusion. You gain +1 CL and +1 DC for any spells of the school you chose. You may select this type of tail power more than once, each time selecting a different school.

 : You may charm creatures in 30 feet at will as if using charm person. Regardless of success or failure, you may only attempt one charm attempt per person once every 24 hours. At 10 HD, it becomes as charm monster.

 : You gain the fascinate ability of a bard. You may make a perform check and attempt to fascinate creatures at will. You do not gain any other bardic music effects or benefits.

 : As a touch attack (which may be part of an unarmed strike) you force the enemy to make a Fortitude save or become fatigued for 1 minute per character level, save negates. Regardless how many times you strike someone a round however, they only need to make one save each round.

 : You gain arcane mark, dancing lights, and ghost sound at will.

 : You gain the ability to pull off prestidigitation-like effects as a swift action at will, out to a range of 30 feet. Such effects cannot be much more than what the spell normally can do, but the effects last for 24 hours, when applicable.

 : Your body blurs when you move. Whenever you move more than 10 feet a round, you gain a 20% miss chance until the beginning of your next turn.

 : You gain wild empathy as a druid of your character level, and you may speak to foxes and canines as if you shared a common language.

' :' A kitsune paragon may use his silent image'' spell-like ability at will now.

They gain a +2 bonus to dexterity.

At 8th level, a kitsune becomes more proud and confident at achieving all nine tails, gaining +2 charisma.

Select one of the abilities below or select a least power. Save DCs are Charisma based.

 : Select acid, cold, electric, fire, or sonic damage. You gain 1 point of energy resistance per character level. You may select this type of tail power more than once, each time obtaining a new element.

 : You gain DR 1/cold iron, plus an additional +1 of DR at 5 HD and every 5 HD beyond.

 : As a standard action the kitsune paragon can fire a bolt of either electricity or fire (his choice at time of casting) as a ranged touch attack anywhere within 60 feet, dealing 1d6 points of damage per character level. Spell resistance applies.

 : A kitsune paragon may vanish as a standard action. This functions like the invisibility spell, but only applied to himself. He may remain invisible up to 1 minute per character level per day. The time does not need to be consecutive but must be used in at least 1 minute intervals.

 : A kitsune paragon may ward themselves from chaos, evil, good, or law. This functions like the magic circle against chaos/evil/good/law spell, but only applied to himself, or as the trap function. He may remain warded up to 10 minutes per character level. The time does not need to be consecutive but must be used in at least 10 minute intervals. Zanko may select Magic Circle against Chaos, Evil, or Law. Yako mat select Magic Circle against Chaos, Good, or Law.

 : You gain a +8 bonus to climb checks. At 5 HD, are constantly under the effects of a spider climb spell and may climb along the walls as easy as walking.

Select one of the abilities below or select a least or lesser power. Save DCs are Charisma based.

 : You may use dream and nightmare 1/day. You may also cause a target in 60 feet to fall asleep at will. This functions as sleep but the casting time is a standard action, it is single target, and the HD limit is equal to your character level. Regardless of success or failure, you may only attempt one sleep attempt per person once every 24 hours.

 : A kitsune paragon may gain a fly speed of 60 feet (good) as a standard action. This functions like the fly spell. He may fly up to 1 minute per character level per day, but only applied to himself. The time does not need to be consecutive but must be used in at least 1 minute intervals.

 : Your silent image spell-like ability becomes as minor image. At 10 HD, it upgrades to major image.

 : Once per day you may cast commune as a spell like ability, 3/day you may cast augury, and you may cast identify at will. Caster level is equal to your class level.

 : With a touch attack as a standard action, you may deal 1d3 negative levels. The negative levels only last 24 hours and are removed afterwards with no save needed.

 : The kitsune paragon gains spell resistance 10 + HD.

 : The kitsune's spiritual presence grows strong. Zanko kitsunes can gain an aura of law, an aura of good, or an aura of chaos as a cleric of their character level, and their natural attacks and weapons are deal aligned damage as appropriate. A yako kitsune can gain an aura of law, aura of evil or an aura of chaos instead. The aura needs to match at least one point of your alignment. True neutral kitsune paragons can pick any alignment they qualify for.

Ex-Kitsune Paragons
If your alignment ever differs enough where you no longer count as your originally chosen aligned spirit (zanko or yako), you cannot gain any more levels in the class until your alignment returns to a valid one.

Playing a Kitsune Paragon
Religion: Zenko kitsunes tend to be highly religious, acting as missionaries for their nature goddess. Yako kitsune on the otherhand are rarely religious, worshiping trickster gods when they do choose to worship.

Other Classes: Due to their mischievious and decietful nature, lawful classes such as paladins and monks may dislike them. However the rogue and the bard, both scoundrels at heart, find kinship in the kitsune paragon.

Combat: A kitsune paragon is a specialized sorcerer, and functions as such usually focusing on battlefield control through illusions, and save or sucks through enchantments.

Advancement: Any sorcerer advancing class, and indeed sorcerer itself, functions as a viable kickoff point for the kitsune paragon.

Kitsune Paragons in the World
"Kon kon!"

Daily Life: Kitsune paragons seek to intergrate themselves into "normal" life, either to protect those they love or trick others for the fun of it. Regardless, kitsune paragons can be hard to spot. They might be a brave knight, they might be a commoner cook, who knows what they might be posing as.

Notables: Daji was a sinister yako kitsune who was known to craft a plot over nearly 1000 years to take control of all the land. At the last minute she was foiled by heroes, but it is said somewhere, sealed inside a cursed rock, her soul still burns and it burns for revenge.

Organizations: Kitsune paragons never gather and indeed often see each other as rivals. Thus they do not organize with each other.

NPC Reactions: NPCs idealy never notice what a kitsune paragon is, but when they do find out reactions vary wildly, and often based on previous interactions with the paragon.

Kitsune Paragon Lore
Characters with ranks in Knowledge Nature can research kitsune paragons to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Kitsune Paragons in the Game
Adaptation: You may wish to replace sorcerer casting and advancement with beguilerPHB2.

Sample Encounter: It's rumored someone in town is a mischievious yako kitsune, who is causing nothing but trouble. Chase it out, but don't hurt it least you bring in the wrath of the forest.

EL whatever: ECL 8.