Read Opponent: Characters can use the Sense Motive skill to attempt to correctly anticipate the actions of an opponent in combat. A character makes a Sense Motive check (DC 10 + the target’s character level or HD) to gain a +2 bonus to AC or a +2 bonus to attack rolls against that opponent. This bonus lasts for a number of rounds equal to the character’s Wisdom
modifier (minimum of 1). Characters with one or more levels in the Martial Artist Prestige Class gain a +2 synergy bonus to Sense Motive checks to read an opponent’s stance if they have 5 or more ranks in Knowledge (martial arts).
The following feats are available to characters in Kitsunemori and can be chosen normally as any other character feat. Kitsune characters may also choose from the list of Fox Magic powers to fill Feats. See Chapter V: Magic for more details on Fox Magic.
Beastspeech [General]
You can speak with animals of a certain species as if they were people, addressing their spirits directly.
Prerequisite: Fey creature or Izuchi-Mochi feat.
Benefit: Choose one species of animal (fox, dog, raven, badger, turtle, snake, etc.). You can speak with animals of the chosen species as if you were under the effects of a speak with animals spell.
Special: You may gain Beastspeech multiple times.
Each time you take the feat, it applies to a new species of animal.
Daisho Ownership [General]
You’re a samurai with the right to bear your arms openly.
Prerequisites: Fighter, samurai class concept.
Benefit: You own a daisho, which consists of a mas-terwork katana and a masmas-terwork wakizashi (see the Equipment chapter). Owning these weapons means that you’re a samurai and that the daisho was either crafted especially for you or handed down by an honored ancestor or superior.
Special: A fighter with the samurai character concept may choose Daisho Ownership as one of his fighter bonus feats.
Deadly Arc [General]
You can draw your katana with breath-taking speed, allowing for a devastating sweep of the blade to behead your opponent.
Prerequisites: Fighter, samurai class concept, Quick Draw, Power Attack, Cleave, Great Cleave, Improved Critical, Weapon Technique (katana), base attack bonus +15.
Benefit: When drawing your katana from its scabbard, you are able to make an attack against an opponent you threaten that, if successful, delivers automatic critical damage. If your attack roll is a natural 20 when
using a Deadly Arc, you sever your opponent’s head (if it has one) and kill them instantly. Only the first attack after unsheathing the blade may be used in a Deadly Arc, all other attacks that follow (if using the full attack action) are as normal.
Creatures immune to critical hits are not affected by the samurai’s deadly arc. A samurai may use this ability a number of times per day equal to 3 plus their Wisdom modifier.
Special: A fighter (samurai character concept) may select Deadly Arc as one of his fighter bonus feats.
Improved Ki Weapon [General]
Choose one type of weapon, for which you have already selected the Ki Weapon feat. You can channel your inner strength through that type of weapon to devastating effect.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Ki Weapon with selected weapon, ki strike class ability.
Benefit: All the attacks you make with the selected weapon deal extra damage equal to the amount of unarmed damage you inflict per your monk level. An exception to the normal rules for multiplying damage, the extra damage die granted by Improved Ki Weapon does multiply on a critical hit. The weapon can also deliver touch spells cast upon the character by a third party.
Special: You can gain Improved Ki Weapon multiple times. Its effects don’t stack. Each time you take the feat, it applies to a new type of weapon.
Improved Zanshin [General]
Your mind is so relaxed and attuned to danger in combat that enemies can no longer flank you.
Prerequisites: Fighter, samurai class concept, Zanshin, base attack bonus +6.
Benefit: You can’t be flanked. You can react to oppo-nents on opposite sides of you as easily as to a single foe. A rogue cannot sneak attack you unless the rogue has at least four more rogue levels than you have fighter levels.
Special: A fighter with the samurai character concept may select Improved Zanshin as one of his bonus feats.
Izuchi-Mochi [General]
You are feytouched, with one or more kitsune in your ancestry.
Prerequisite: Human.
Benefit: You know the Kitsu language. You also gain a single fox magic power that you can use once per day per point of Charisma modifier (minimum of 1). You
are treated as a two-tailed kitsune for the purpose of choosing your power (see the Magic chapter, below).
In addition, your features somehow reflect your fox ancestry; people will often say you’re fox faced when you smirk or that you twitch like a fox. A person who makes a successful Sense Motive check (DC 20 + one half your Cha modifier) when meeting you has the nagging suspicion that she’s dealing with an izuchi-mochi.
Special: This feat can only be selected at character creation.
Sorcerers and bards who take this feat can choose to gain an additional 1st-level spell known instead of the fox magic benefit, but they still gain the ability to speak and understand Kitsu.
Ki Weapon [General]
Choose one type of weapon, for which you have already selected the Weapon Focus feat. You become so attuned to that type of weapon that it becomes an extension of your body and soul.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, ki strike class feature,.
Benefit: All the attacks you make with the selected weapon benefit from your ki strike class feature. At appropriate monk levels, these attacks are treated as magical or as lawful/chaotic for the purpose of overcoming damage reduction. (No character in Kitsunemori can take more than ten monk levels, hence the adamantine ki strike is unavailable; see the martial artist prestige class in the Classes chapter.) The weapon can also deliver touch spells the character is able to cast on himself.
Special: You can gain Ki Weapon multiple times. Its effects don’t stack. Each time you take the feat, it applies to a new type of weapon.
Kitsune-Bi [General]
You can produce a ball of fire out of thin air.
Prerequisite: Kitsune.
Benefit: Once per day per point of Charisma modifier (minimum of 1), you can produce a small ball of fire as per the produce flame spell, cast as if by a sorcerer of your character level but with a duration equal to 5 minutes (D) per character level. You only create a single source of light. The kitsune-bi doesn’t actually burn anything, but as a kitsune, you can make a ranged touch attack with it for 1d4+1 points of fire damage per level or will it to ignite an inflammable substance it comes in contact with. Using the kitsune-bi in this manner immediately extinguishes it.
Kitsune Spirit [General]
You have greater access to your fox magic.
Prerequisite: Kitsune.
Benefit: You can use fox magic powers four additional times per day.
Normal: Without this feat, you can use fox magic powers once per day per level.
Special: Kitsune bards can freely mix their use of fox magic and bardic music. One or more of the extra daily uses of fox magic that this feat grants can instead be used to power bardic music effects.
Martial Arts Weapon Focus [General]
Chose one type of weapon, for which you have already selected the Weapon Focus feat. You have unlocked the secret properties behind the use of that type of weapon in the martial arts.
Prerequisites: Proficiency with selected weapon, Weapon Focus for selected weapon, Martial Artist level 1st.
Benefit: You add the selected weapon to the list of
“monk” weapons with which you can use your flurry of blows ability.
Special: You can gain Martial Artist Weapon Focus multiple times. Its effects don’t stack. Each time you take the feat, it applies to a new type of weapon.
Personal Shrine [General]
You have a personal place of power devoted to you and you only.
Prerequisite: Fey or outsider type.
Benefit: You gain a shrine, erected by others and with a Power Rating of 1, as per the shrine rules described above. You gain a +2 inherent bonus in checks to tap your personal shrine, and penalties apply normally for beings trying to tap into it without your permission.
You pick the shrine’s location, which can’t be moved and must be maintained as normal by the people who erected the shrine., You automatically receive the prayers of those who built and maintain the shrine, and you immediately know about any offerings left there; though you aren’t obligated to answer prayers, a neglectful guardian spirit sees her shrine quickly deteriorate into uselessness.
Special: You can select this feat multiple times. Each time, you choose whether to gain a new PR 1 shrine in a different location or to increase an existing personal shrine’s PR by 1. Multiple characters can select this feat at the same time and pool its energy to create a shared group shrine of greater power. For example, two kitsune who both gain the Personal Shrine feat may each have a PR 1 shrine, or they can choose to combine their resources to gain a single PR 2 shrine they share equally in all respects.
Shinobi Arsenal [General]
You’re trained in the use of the exotic weapons of the ninja.
Prerequisites: Kitsune or rogue level 1st with ninja class concept, access to a shinobi trainer.
Benefit: In addition to any weapon proficiencies you may already have, you become proficient with the following weapons: blowgun, greater blowgun, fukimi-bari, kunai, kusarigama, nekode, ninja-to, shuriken, tamagusari, and war fan (see the Equipment chapter, below). Shinobi Arsenal is similar to the Daisho Ownership feat in the way it marks you as a particular type of individual, in this case a shinobi. If you’re human, you’re almost certainly part of a shinobi clan or a runaway shinobi; there’s a small chance that you were trained by a shinobi master independent of any clan. If you’re kitsune, you were probably trained by a kitsune warrior with skill as a shinobi trainer. More nogitsune than myobu gain this feat.
Takujo Specialization [General]
The chiming of your takujo staff acts as a weapon against evil spirits.
Prerequisite: Turn/rebuke undead or exorcism ability.
Benefit: A number of times per day equal to 3 + your Wisdom modifier (minimum of 1), you can pound your takujo on the ground, making its rings chime loudly.
All creatures that would be affected by your exorcism (or turn/rebuke undead) ability that are within 30 feet of you must make a Will save (DC 10 + one half your cleric level + your Charisma modifier) or be stunned for 1 round per point of your Charisma modifier (minimum of 1).
Special: A fighter may select Takujo Specialization as one of his fighter bonus feats.
Unerring Arrow [General]
You have so mastered the art of Zen archery that you fire arrows that sail faithfully at their target.
Prerequisites: Fighter, samurai class concept, Point Blank Shot, Precise Shot, Far Shot, Improved Precise Shot, Weapon Specialization (bow), Concentration 10 ranks.
Benefit: When you use the attack action or full attack action, you may add your Concentration skill modifier to your attack rolls. A samurai may add their Concentration skill modifier to their attack rolls a number of times per day equal to 3 plus their Constitution modifier. The bonus applies to all attack rolls made until your next turn.
Special: A fighter (samurai character concept) may select Unerring Arrow as one of his fighter bonus feats.
Warding Blades [General]
Your whirling blades can deflect the attacks of your opponents.
Prerequisites: Fighter, samurai class concept, Combat Expertise, Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting.
Benefit: You have become so adept at wielding your daisho in defense, that you can deftly keep your opponents attacks at bay through expert maneuver-ing of your blades. When you use the attack or full attack action in combat (and you are fighting with your daisho), you can take a penalty of as much as -15 to your attack roll and add the same amount (+15 or less) to your Armor Class as a deflection bonus. This number cannot exceed your base attack bonus, and the effects on attack rolls and armor class last until your next action.
Special: A fighter (samurai character concept) may select Warding Blade as one of his fighter bonus feats.
Weapon Technique [General]
You have unlocked the hidden potential in the use of a particular weapon.
Prerequisite: Proficiency with selected weapon.
Benefit: Some martial arts schools delve deeply into the use of certain weapons, enabling their students to gain additional abilities when using the weapons beyond the extra attack and damage power of feats such as Weapon Focus and Weapon Specialization. The weapons eligible for Weapon Technique are described in Chapter IV: Equipment.
Special:. A fighter may select Weapon Technique as one of his fighter bonus feats.
Zanshin [General]
As a samurai, you’re able to achieve a state of relaxed alertness.
Prerequisites: Fighter, samurai class concept, base attack bonus +3.
Benefit: When you gain the Zanshin feat, you remain alert and ready to react to danger regardless of circumstances. Zanshin allows you to retain your Dexterity bonus to AC (if any) even if you’re caught flat-footed or struck by an invisible enemy. You still lose your Dexterity bonus if immobilized.
Special: A fighter with the samurai character concept may select Zanshin as one of his bonus feats.
As spirit creatures, the kitsune are prone to some odd supernatural frailties and disadvantages. Not all kitsune suffer from these flaws, and those that do may not suffer from the same ones.
Upon character creation, you can give your kitsune character up to two flaws. Each flaw taken grants you a bonus feat.
Illusory Connection: Kitsune are masters of illusion, but some become too immersed in their own magic, to the point that they tie their life force to the illusory effects they weave. You suffer when your illusions are disbelieved or dispelled, whether those illusions were from fox magic or normal spellcasting.
Every time a target of one of your illusions makes a successful saving throw against it, you suffer 1d4 points of nonlethal damage, plus 1 point per spell level or 1 point per the minimum number of tails required to produce the illusion (depending on the source of the illusion).
If your illusion is dispelled by magic, you suffer 1 point of Charisma damage.
Both forms of damage can be healed normally.
Kitsune Ball: Just as a dragon guards its precious geomantic jewel, some kitsune have a ball they must protect. This ball, made of the best quality leather available, has your power invested in it. You must hold the ball in your hands whenever you use fox magic, which means that if you ever lose the ball, you can’t use any of your powers. Anyone holding your ball has a +4 bonus to all Charisma-based checks against you. If your ball is ever destroyed, you gain 1d3+1 negative levels (which has been known to kill inexperienced foxes).
These negative levels don’t go away until you gain a new ball. You can produce a new ball by spending one week per negative level you gained, at which point
the negative levels go away and you regain the ability to use your fox magic.
Tell Tail: Whatever form you adopt, either from
your natural spell-like ability, fox magic, spellcasting, or magic items, one or more tails (see below) always show. You can make a Sleight of Hand check, with a -10 circumstance penalty, to conceal your tail beneath clothing (and your leggings must be tailor made to include a tail) as if you were concealing a light weapon.
In the highly superstitious world of Kitsunemori, showing a tail reveals your true identity, which can engender suspicion and hatred.
Wish Fulfi llment: Kitsune that have a personal shrine are always aware of offerings and prayers to her at that shrine; it is their choice about when and how they will attend to these petitions, if they choose to comply with them at all. Kitsune with both a personal shrine and this flaw have little choice in the matter: they must answer the prayers to the best of their ability.
Fortunately for them, only a few requests are earnest enough and the offering propitious enough to trigger this magical compulsion.
Once per week, the Game Master rolls 1d20 and adds the shrine’s Power Rating. If the result is 15 or more, one of the prayers and offerings made at your shrine imposes a geas spell (lasting for 1 day per PR of your shrine or until the petition is addressed) on you, forcing you to answer the prayer as well as you can. The Game Master defines what sort of task the devotee is asking of you, which can be a good way to start adventures and new stories.
True Name: All kitsune have a true name that holds power over them, but it’s a secret so closely guarded that in most cases only the kitsune himself knows what it is. You somehow have lost hold of yours. Your true name appears in a relatively popular folktale, and people who have heard your name in the story have a chance of using it to your detriment.
People must first identify you as a kitsune before trying to use your name against you. However, hearing your name tossed about casually causes a very visible reaction in you. In any situation in which people are talking about kitsune in your presence, there’s a 35%
chance that someone will tell the tale of one of your exploits, using your true name in the process. When this happens, you must make a Will save (DC 25) or Game Master note: The loss of a kitsune’s ball
shouldn’t be a common event. Losing her ball is extremely traumatic for a kitsune, and it’s not uncommon for a kitsune to orchestrate a revenge of truly epic proportions against the one responsible. This could quite possibly attract the wrath of other foxes, myobu and nogitsune alike.
wince visibly every time your name is mentioned. This may raise suspicion in people, and their reactions are completely up to the Game Master. (Of course, your hasty departure may also raise suspicions.)
Figuring out your true name after identifying you as a kitsune requires a person to succeed on a Hearth Wisdom check (DC 20 + one half of your character level – your Charisma modifier).
For some reason, humans benefit more from knowing your true name than do other fey creatures. A fey creature using your true name against you in asso-ciation with a spell or spell-like ability imposes a –2 penalty on your saving throw to resist it. (Adding in your true name is subsumed under the normal time required to cast the spell or use the ability.) A human using your true name as part of a spell, spell-like ability, or hearth wisdom charm (see the Magic
For some reason, humans benefit more from knowing your true name than do other fey creatures. A fey creature using your true name against you in asso-ciation with a spell or spell-like ability imposes a –2 penalty on your saving throw to resist it. (Adding in your true name is subsumed under the normal time required to cast the spell or use the ability.) A human using your true name as part of a spell, spell-like ability, or hearth wisdom charm (see the Magic