#Kitsune Race (2014 rules)

7 messages · Page 1 of 1 (latest)

stuck berry
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I have a young mentee who is getting into D&D. He wants to have a kitsune race for when he runs his own campaigns. I'm not super into Japanese stuff, but in my research I found that kitsune folklore has a surprising amount of depth, more than enough to create a fleshed-out race that fits in the D&D milieu. My mentee's input amounted to a rough idea of powers. He wanted shapeshifting, elemental damage, and foxfire that "damages the soul." I combined this with what I researched, along with some "D&D-isms" that I thought would integrate them better into D&D campaigns.

The race currently consists of core traits with three subraces. I am using Detect Balance Plus as a balance tool and I rate that the race is between 23 and 27 points (Integer Value). I am looking for feedback on balance, design, and readability.

https://docs.google.com/document/d/15JwUXL0N17GlmevwuBPP1baeBTFY5IMaFv5piH8F8YY/edit?usp=sharing

digital vale
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Ah look, more kitsune for me to look at and throw into my pile.

stuck berry
digital vale
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Honestly pretty alright all things considered, I don't rate dancing lights as a cantrip but I do like the extra bits and pieces it gets as you level up. I honestly wishes that other races got their own innate cantrip boosts.

stuck berry
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Thank you for the kind words. I'm sure I'll revisit the racial cantrip concept in the future. I noticed that all the kitsune subraces' unique ability keys off their +1 stat. Hopefully this won't detract from their usefulness, esp. the ninko foxfire DCs.

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I'm also considering moving Keen Senses to the core race, so all subraces get the boost. Yako is rated just a teensy bit higher than the other subraces by my calculations, so this will help even them out.

digital vale