With these powers, the kitsune is able to create false perceptions that attempt to fool one or more senses.
Creatures encountering an illusion only get a saving throw to recognize it as illusory when they study it carefully or interact with it in some fashion. Even when a person successfully saves against the illusion, the illusion remains in place to potentially fool others.
A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw.
If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.
Note that except for the Inanimate Shape power, kitsune with the Tell Tail flaw (see the Character
Options chapter, above) can never disguise their tails with their transformation or illusion powers.
Basic Illusion [Fire]
You can create simple illusions that fool only the gullible.
Prerequisites: Two-tailed kitsune.
Duration: Concentration.
Range: 50 ft. + 5 ft. per character level.
Effect: You can create one false stimulus: a static visual image, a simple sound, a faint smell, a change
of temperature, or a phantom taste. The illusion can only exist within an area of 20 ft. by 20 ft.
Advanced Illusion [Fire]
Your illusions are more convincing.
Prerequisites: Four-tailed kitsune, Basic Illusion.
Duration: Concentration.
Range: 100 ft. + 10 ft. per character level.
Effect: As per Basic Illusion, but the stimuli become more convincing and complex.
Images can move, sounds can be intel-ligible phrases or even music; smells are pungent and realistic; and tactile sensa-tions include pressure and pain. Illusory damage is considered nonlethal and disappears completely the moment that the target disbelieves the illusion. A target can “die” from illusory damage when the amount of nonlethal damage equals or exceeds his current hit points, at which point he’s allowed a Will save (DC 10). If he succeeds, the illusory damage disappears; if he fails, he’s stunned for 1d4 rounds and only then does the illusory damage disappear.
Advanced illusions can combine up to two stimuli (such as an image that can speak or feels warm, or a false scent that belongs to a voice). The illusion can exist in an area of 50 ft. by 50 ft.
Masterful Illusion [Fire]
Your illusions are decidedly hard to distinguish from reality.
Prerequisites: Six-tailed kitsune, Basic Illusion, Advanced Illusion.
Duration: Concentration.
Range: 400 ft. + 40 ft. per character level.
Effect: As per Advanced Illusion, but the stimuli Table 18: Fox Magic Powers
Tails Required
Illusion Transformation Enchantment
2 Basic Illusion Basic Disguise Amiable Mien
3 Masterful Liar, Fox
Charm 5 Ephemeral Illusion Ghost Body Puppet Strings,
Fox Madness
7 Craft Shrine Realm Masterful Disguise, Shrine Sanctuary
are lifelike and incredibly convincing. You can create multiple illusions combining all five senses, such as full illusory landscapes complete with fauna, weather effects, sounds, and so on. The illusion can exist in an area 200 ft. by 200 ft.
Ephemeral Illusion [Metal]
Your illusions have a measure of reality.
Prerequisites: Five-tailed kitsune, Advanced Illusion.
Effect: You can give your illusions a measure of reality by suffering Charisma damage or expending additional uses of fox magic. Each point of Charisma damage or additional use of fox magic gives an illusion a 20% portion of real substance (maximum of 60%).
The percentage is applied to all the characteristics of the illusory creature or object: it has a corresponding percentage of the simulated creature’s or object’s hit points (and hardness, if applicable), any attacks deal a corresponding percentage of the damage dealt by the real creature’s attacks, and so on, as relevant.
The target of an attack by an ephemeral illusion can make a Will save (DC 10 + one half of your level + your Cha modifier) to realize that, as real as it seems, the ephemera is just an illusion and the damage is negated. The target then becomes immune to the illusion’s effect. Unlike normal illusions, if a target fails his Will save, the damage dealt by the ephemera is real, up to the effect’s percentage.
Lasting Illusion [Wood]
Your illusions can sustain themselves.
Prerequisites: Four-tailed kitsune, Basic Illusion.
Duration: Varies; see text.
Effect: You’ve learned how to make your illusions last longer than concentration by suffering Charisma damage or expending additional uses of fox magic.
The damage or extra expenditure must happen at the same time that the illusion is created, and the new duration, once set, can’t be changed. The more Charisma damage you suffer or extra fox magic uses you expend, the longer the illusion will last.
Sensory Alteration [Fire]
You can change the sensory properties of something.
Prerequisites: Four-tailed kitsune, Basic Illusion.
Effect: Instead of creating stimuli out of nowhere, you can change existing stimuli. You can twist words being spoken, make someone invisible, fake a new appearance, change the smell of something, and so on. The scope and range of these changes correspond
to your highest level of ability with illusions (Basic, Advanced, or Masterful). Targets of your Sensory Alteration get a Will save (DC 10 + one
half of your level + your Cha modifier) to disbelieve the effects.
Dream Travel [Water]
You can enter others’ dreams.
Prerequisites: Six-tailed kitsune, Basic Illusion, Advanced Illusion, Masterful Illusion.
Duration: From sunset to sunrise.
Range: 400 ft. + 40 ft. per character level.
Effect: By concentrating on a single target, you can separate your spirit from your body and enter the target’s dreams. You can choose to be a passive observer of whatever dream you see or try to influ-ence it. You can influinflu-ence dreams simply by using your illusion powers to mold the dream’s reality, and the save DCs for your illusion and enchantment powers gain a +4 circumstance bonus. While dream traveling, your body is vulnerable—any damage it takes forces your spirit back into your body. If you’re attempting to induce a nightmare, you must attempt to alter the dream through your illusions five times, and the target must fail his saving throw at least three of those times; if that happens, the target suffers the effect of a nightmare spell.
The target must be asleep in order for this power to work.
If you have the special hunger (dreams) weakness, you can feed from your victim while inside the dream, gaining a +4 bonus to your opposed Will save, but you can’t induce dreams or nightmares during the same night.
If you travel inside a nightmare, regardless of whether you created it, there’s a 5% chance of being eaten by Bake, the Eater of Dreams (see Chapter VII: Forest Denizens for more information on Baku-the Eater of Dreams ). Game Masters determine whether a sleeping creature is dreaming or experiencing a nightmare.
Craft Shrine Realm [Metal]
You can make a permanent home out of ephemera.
Prerequisites: Seven-tailed kitsune, Ephemeral Illusion.
Duration: Permanent.
Range: 10 ft.
Effect: You can craft a shrine realm, an illusory home that exists outside of the physical world. To do this,
you must be attuned to a shrine and must anchor the realm’s existence to it. You can create as many entrances as you wish. These entrances connect the shrine realm to the physical world, and you can set the conditions that will open the entrances. (Some kitsune leave back doors open on purpose just so they can receive surprise—and surprised—visitors.) The shrine realm occupies a volume whose maximum dimensions depend on both your and the anchor-ing shrine’s power. Multiply the shrine’s PR by your character level, then multiply that by 50 ft. to obtain the dimensions of the volume’s side. The shrine realm can be anything you wish in terms of appearance and configuration, and you can change the realm with a standard action.
The creation of a shrine realm takes a number of minutes equal to the shrine’s PR multiplied by your character level. At the end of the crafting, you sacrifice a use of fox magic to the realm, meaning that your daily allotment of fox magic is reduced by 1 for as long as the shrine realm exists. You can craft more than one shrine realm, but each of them reduces your daily allotment of fox magic by 1 for as long as the realm exists. You can dissolve a shrine realm at any time and immediately recover the daily use of fox magic invested in it. A shrine realm also disappears when the kitsune that crafted it dies. Any creature inside the shrine realm when it disappears is expelled into the real world via one of the entrances.
Kyubi no Maboroshi [Fire, Metal, Wood]
Your illusions simulate reality.
Prerequisites: Nine-tailed kitsune.
Effect: When you gain your ninth tail, you becomes almost a deity. All your illusions have a 40% ephemeral substance should you so wish, and each use of fox magic you have counts as two for the purpose of augmenting the potency of some of your powers. By investing one use of fox magic indefinitely, any illusion with a 100% ephemeral substance becomes real per-manently or until you choose to dispel it and recover the invested use of fox magic. When using Dream Travel, you can choose to use the power again to hop to a different dreamer (as long as both dreamers are within 100 miles of one another) and when you leave the last dream, you can make your body join your spirit and appear next to the last dreamer. Game Master approval and oversight in these cases is essential.
Transformation
All kitsune can transform their fox bodies into a human disguise, but some of them expand this ability and
make their bodies truly malleable, becoming capable of changing their appearance not by illusions but in reality. There are some kitsune
that take the trick further and learn to assume the shapes of beasts of the natural and spirit world.
Note that except for the Inanimate Shape power, kitsune with the Tell Tail flaw (see the Character Options chapter) can never disguise their tails with their transformation or illusion powers.
Basic Disguise [Wood]
You can make yourself look like another person.
Prerequisites: Two-tailed kitsune.
Duration: 1d4x10 minutes + 10 minutes per point of Cha modifier.
Effect: As a standard action, you can transform your body and clothes into that of any humanoid, gaining a +10 on Disguise checks. You can’t reproduce the appearance of any specific individual. You can reproduce things such as uniforms and clothing of any quality, but you must have seen first whatever you’re trying to reproduce. Equipment created with Basic Disguise is nonfunctional; disguised equipment retains its normal characteristics regardless of appear-ance. (Thus, a disguised sword has the damage and characteristics of the dagger it actually is.) You can only disguise yourself as a person of roughly your own size and build, but you can become someone of any age and either gender.
Optionally, you can choose to disguise only a single piece of equipment. The object assumes its original shape as soon as it leaves your possession.
You can abandon a disguise at will as a free action.
Advanced Disguise [Wood]
Your disguises are more convincing and intricate.
Prerequisites: Four-tailed kitsune, Basic Disguise.
Duration: 1d4 hours + 1 hour per point of Cha modifier.
Effect: Your disguises grow more complete and harder to distinguish, granting you a +15 bonus on Disguise checks. You can now reproduce the appearance of specific persons, but interaction with people familiar with the individual can make a Spot check (versus your Disguise check) or a Sense Motive check (versus your Bluff check) every minute they are interacting with you to recognize that something is amiss, especially if you act “out of character.” You can only reproduce what you have seen, so the disguise will be missing any hidden birthmark or other detail that you don’t know about.
You can abandon a disguise at will as a free action.
Masterful Disguise Power [Wood]
Your disguises are as good as reality.
Prerequisites: Seven-tailed kitsune, Basic Disguise, Advanced Disguise.
Duration: Permanent until dispelled.
Effect: You gain the ability to reproduce an individual down to the most obscure detail, including those that you’re unaware of. You don’t gain any bonus to Disguise checks; instead, you can take 20 as a free action on all your Disguise checks when using this power. When you’re disguised as a specific individual, you can make a character level check (DC 20) in order to use her magic to bluff a situationally appropriate response when questioned about things the real-life subject knows but you don’t. Should your check succeed, you don’t gain any knowledge or insight, but you find a way that satisfies your questioner to avoid revealing yourself as an impostor.
You can abandon a disguise at will as a free action.
Animal Shape [Wood]
You can transform into an animal.
Prerequisites: Three-tailed kitsune, Basic Disguise.
Duration: 1 hour per character level.
Effect: You have the ability to turn yourself into any Small or Medium animal and back again. Your options for new forms include all creatures with the animal type that you’re familiar with. This ability functions like the polymorph spell, except as noted here. Changing form (to animal or back) is a standard action and doesn’t provoke attacks of opportunity. You can freely change into your original fox or humanoid forms as a standard action, ending the effect, but you can only assume one other animal form per use of fox magic. You lose your ability to speak while in animal form because you’re limited to the sounds that a normal, untrained animal can make, but you can communicate normally with other animals of the same species as your new form.
Greater Animal Shape [Wood]
You can transform into a wider range of species.
Prerequisites: Six-tailed kitsune, Basic Disguise, Animal Shape.
Duration: 1 hour per character level.
Effect: As Animal Shape, but you can now turn into any animal from Tiny to Huge size, and you retain your ability to speak.
Inanimate Shape [Wood]
You can transform into inanimate objects
Prerequisites: Six-tailed kitsune, Basic Disguise, Advanced Disguise.
Duration: 1 hour per character level.
Effect: You gain the ability to become an inani-mate object of Small to Large size. This object can be anything that you can think of: terrain features, furniture, weapons, clothing, tools, and so on. You retain your hit points (making for an incredibly sturdy piece of paper or particularly weak wall) but gain the object’s hardness. While disguised as an object, you perceive everything around you within 60 feet, feel no pain, and can’t move under your own power. If disguised as a piece of usable equipment, such as a weapon or suit of armor, you have all the characteris-tics of a mundane version of it and can reproduce the appearance of any specific object. In other words, you Damage/uses New duration
1 1d8 rounds after the character stops concentrating.
2 1 round per character level after the character stops concentrating.
3 1 minute per character level after the character stops concentrating.
4 1 hour per character level after the character stops concentrating.
+1 Programmed illusion: the illusion will remain latent for 1 day per point of Charisma modifi er (minimum of 1) until triggered by an event of the kitsune’s specifi cation;
the illusion then lasts for the duration specifi ed in the table.
can disguise yourself as a magic sword, but you have none of the magic sword’s abilities. This is the only power unaffected the Tell Tail flaw.
Mythic Shape [Wood]
You can become legendary creatures.
Prerequisites: Eight-tailed kitsune, Basic Disguise, Advanced Disguise, Animal Shape, Greater Animal Shape.
Duration: 1 hour per character level.
Effect: As Greater Animal Shape, but you can now assume the shape of magical beasts as well as animals, and the size range of your mythic and animal transfor-mations extends from Fine to Gargantuan. You gain the form’s extraordinary abilities that depend on its anatomy, but you don’t gain any that depend on an innate feature, nor do you gain any supernatural or spell-like ability (though the kitsune can fake these with illusion and enchantment powers).
Ghost Body [Metal]
You can transform your body into the stuff of spirits.
Prerequisites: Five-tailed kitsune.
Duration: 1 round per character level.
Effect: You can become incorporeal for the effect’s duration.
Spirit Body [Metal]
You can take your body into the spirit world.
Prerequisites: Nine-tailed kitsune.
Duration: 10 minutes per character level.
Effect: You can become ethereal for the effect’s duration.
Shrine Sanctuary [Metal]
You can transmigrate your body to your shrine realm.
Prerequisites: Seven-tailed kitsune, Ghost Body, Craft Shrine Realm.
Duration: Instantaneous.
Effect: You concentrate for a full round and, if you’re not interrupted, your body disappears and reforms at a shrine realm that either you created or at which you are welcomed. In the latter case, the realm’s owner is instantly aware of your arrival even if he’s not inside the realm.
Kyubi no Henshin [Wood, Metal]
You can transform into anything.
Prerequisites: Nine-tailed kitsune.
Duration: 1 day per character level.
Effect: When you gain your ninth tail, your powers of transformation ascend to new heights. You can reproduce the appearance of a specific individual, the
disguise is flawless. You gain all the mannerisms and memories of your subject for the duration of the disguise, except for very obscure or closely guarded secrets. You gain all the abilities of any species you imitate, including any special quality that’s classified as a supernatural or spell-like ability, but only one such attack form. You gain your choice of one supernatural or spell-like ability of an object or piece of equipment that you disguise yourself as (with the exception of artifacts), and your Spirit Body power allows you to travel to the Astral Plane.
Enchantment
Foxes are notorious for their ability to play with and twist human minds. Humans tell stories of how a fox girl seduced a brave warrior, but such a power is only the slightest indication of what a kitsune is capable of—kitsune have a much larger repertoire of enchantments.
Amiable Mien [Water]
People immediately take to you.
Prerequisites: Two-tailed kitsune.
Duration: Instantaneous.
Range: 50 ft. + 5 ft. per character level.
Effect: You usually use this power when first entering a room full of people to make yourself instantly likeable, charming, and attractive. Creatures you encounter can make a Will save (DC 10 + one half your character level + your Charisma modifier) or become well-disposed toward her, although they’re not under a compulsion and are free to reach their own opinion of you (NPC’s have their attitudes adjusted two categories more favorably, and PC’s are under a charm person effect for 1 hour per character level of the kitsune).
Masterful Liar [Water]
You can make the most blatant lie have the ring of truth.
Prerequisites: Three-tailed kitsune.
Duration: Instantaneous.
Range: Personal.
Effect: When you use this power, you gains a +20 bonus on your next Bluff check you make, including a check to feint in combat.
Effect: When you use this power, you gains a +20 bonus on your next Bluff check you make, including a check to feint in combat.