General Description
Kitsune are shapeshiting, magically attuned foxfolk who hail from the forlorn continent of Ragonda. Kitsune possess two forms: a Ton'keena build with salient eyes, and their humanoid fox form. Despite an irrepressible penchant for deception, kitsune prize loyalty and make true companions. They delight in the magical arts. In former times they lived in giant cities on their mainland, but since their exile, they either live in tribes or have integrated into culturally friendly nations, such as Heibesu. Kitsune are quick-witted and nimble, and it is not uncommon for them to become rogues, but Kitsune sorcerers and wizards are also very common, for Kitsune have a sacred link to magic, one that stems from the time of the Unseelie.
Physical Description : A kitsune has two forms—a single Ton'keena form and its true form, that of a humanoid fox. In all forms they possess golden, amber, or brilliant blue eyes. In their true forms, they are covered with a downy coat of auburn fur, although other colorations are possible. A Kitsune can live up to 250 years.
Society : Kitsune culture is enigmatic and ancestral, though most of their ancestral society is all but gone, only to be found as ruins littering the dark Ragondan mainland and into the caverns now known as the Darklands or Dark Lands Beyond. They organize themselves in Kins, which since their exile has taken a lot more meaning as each Kin organized its own flight separately. As a general rule, though, elements of their culture have subsisted even as they integrated into other nations. Kitsune prize loyalty amongst their friends but delight in good-natured mischief and trickery. Creative and arcane arts are highly prized in Kitsune societies. Kitsune also love competition, especially the telling of stories interwoven with tales and mythical falsehoods.
Relations : Kitsune are friendly with Ton'keena, but their reputation as tricksters follows them when they interact with other races. Many Kitsune, particularly those who dwell in mixed-race societies, choose to hide their true natures and pose as catfolk in public. As of late, Kitsune have gained massive reputation with the Dwarves and Halflings after they helped the Dwarven Jade Kingdom defeat their Drow arch-enemies.
Religion and Alignments : Kitsune tend to be neutral, or of alignments with a neutral component. Most Kitsune belong to Hikaito, the Cult of the Four Wings. They worship Yuuriko as the Mother Goddess, the four Elemental Heiki, and Kitsune half-gods, thought to be Reiki, generally dedicated to craftsmanship. They believe the rest to be merely servants. Hikaito used to be a very strong way to define one's tribe, as each believes in one god more specifically; today all four are regarded equally. Earthkin Kitsune, having integrated into Heibesu, tend to believe in Chantry beliefs instead; the Firekin and Waterkin, however, resist religious integration. Windkin have found their beliefs in agreement with the Cult of the Ancestor, who put special emphasis on two of their five gods.
Adventurers : Forced into exile, but also keenly interested in adding their own names to the myths and legends of explorers and heroes of old, Kitsune adventurers range across the world.
Female Names: Ayaki, Jiyoki, Kyomi, Miyaro, Shinyai, Yulai
Male Names: Chankotu, Imhakaru, Kyrsaku, Namkitu, Yanyeeku
Standard Racial Traits
All Kitsune share these racial traits. You must then complete them by choosing one of the subracial packages below.
Ability Score Racial Traits: +2 CHA, -2 STR
Type: Kitsune are “humanoids” with both the kitsune/foxfolk and shapechanger subtypes.
Size: Kitsune are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Kitsune have a base speed of 30 feet.
Languages : Kitsune begin play speaking Common and Kitsunese. Kitsune with high Intelligence scores can choose from the following: any Ton'keena language (Catharian, Daarian, Tribal or Wild Mainland languages), Tengu, Dwarven, Sylvan. Windkin Kitsune can also learn Drow.
Racial Traits :
Agile : Kitsune receive a +2 racial bonus on Acrobatics checks.
Arcane Focus : Kitsune gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Bite : Kitsune gain a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Change Shape : A kitsune can assume the appearance of a specific single catfolk form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in catfolk form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear Ton'keena. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Shadow Caster : Kitsune add +1 to the saving throw DCs for their spells and spell-like abilities using Phantasm or Fey Runesongs, or Ninja abilities.
Subracial Packages
Kitsune must belong to one of the following subraces :
Earthkin were the most populous Kitsune kin, and were also the first to start emigrating. Most of them have found themselves integrating in Heibesu society 400 years ago, though many also formed more traditional tribal structures in Heibesu's northern lands. Earthkin have become dominant among kitsune because of their versatility – a powerful attribute that also helped them post-exile. Rather than adapting to one specific environment, earthkin are flexible enough to excel anywhere. Furthermore, earthkin are more likely to wander than members of other kitsune are and the image of the capricious, wandering kitsune almost exclusively applies to earthkin, though their wandering has significantly aided their kin's expansiveness. From Heibesu, Earthkin Kitsune have emigrated to other lands, and can be found in the Wild Mainland, as well as Catharia. Earthkin vary heavily in appearance and can be encountered with all of the fur colors of other kitsune clans. Earthkin tend to be average in appearance compared to the other clans and have no remarkable features by comparison. They gain the following trait :
Versatility: Earthkin kitsune may choose two favoured classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. Alternatively, an earthkin may choose to gain both +1 hit point and +1 skill rank when he gains a level in his favoured class instead of choosing either one or the other benefit or he can choose an alternate class reward. This choice must be made at 1st level and once selected, it cannot be changed.
Firekin inhabited the sandy deserts of their homeland. They emigrated second, and landed on the shores of the Daarian Empire. According to their songs and stories, firekin once lived peacefully amidst the sands until said Empire finally encroached upon their lands, forcing them to fully integrate among them to avoid battling them for resources. For this reason, firekin tend to be more vengeful than other kitsune when slighted and revel in the fear and superstition that locals have of them. Although not inherently evil, firekin have less respect for laws than other kitsune and often ignore legal processes, especially when enraged. Firekin are slightly shorter than kitsune of other clans and possess enlarged ears and puffy, fulvous fur. These adaptations help a firekin to deflect and release heat during the day and keep warm during the frigid night. Firekin kitsune gain access to the following racial trait :
Desert Runner: Firekin kitsune receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Native to the frozen wastes of Ragonda, waterkin thrive in the most deadly climates known to mortals. Waterkin are often somber and serious towards outsiders, reserving their cheer and laughter only for close companions and allies. Waterkin spend comparatively more time in their true forms than other kitsune races as a result of their decreased interactions with foreigners. Despite their cold demeanor, waterkin kitsune are generally benign and have been known to save strangers from certain doom on many an occasion. They also tended to settle on Unseelie ruins, and have gained a greater understanding of magic as a result. Waterkin Kitsune are nowadays the most nomadic of all, and can be found in the more frozen areas of the world, both in Heibesu and Catharia, though hardly interacting with anyone. Waterkin appear thicker than kitsune of other clans because of their fur, which is pale gray during the cold months and dark brown during warmer seasons. During the winter, their fur is warm enough that waterkin are able to survive the night in all but the most extreme cold without equipment if needed to.
Waterkin kitsune gain access to the following racial trait.
Aurora Magic : Waterkin kitsune treat their caster level as +1 higher when casting elemental spells (Fire, Water, Earth, Wind).
Colour Spray : Waterkin with a Charisma of 15 or higher get access to the non-runic spell-like ability Colour Spray once per day.
Casting Time : 1 standard action
Range : 15 ft
Area : cone-shaped burst
Duration : instantaneous
Saving Throw : Will negates
Spell Resistance : Yes
Description : A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. This spell is considered to be Arcane magic.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by colour spray.
Named for the scouring winds that sweep across their homes, windkin dwell in steppes and on mountains. Once nomadic even in their old home, most windkin now dwell among the Shuju Races. This happened after the Great War of the Hammer, a conflict between Dwarves and Drow which threatened the Dwarven Jade Kingdom with complete extermination until the Kitsune arrived. The combined forces, now both physical and magical, completely took the Drow aback; along with the Windkin's superior movement, the Drow forces had to retreat and were after years of fighting not just defeated, but scattered. Windkin Kitsune were given the Drow's former lands, mostly steppes and mountains, and have contributed to shifting public Dwarven view of Kitsune for the better, and to Kitsune even integrating with Dwarves and Halflings. Despite this, most Windkin Kitsune prefer to carry on their nomadic lifestyle in their new territory.
Windkin are very relaxed compared to other kitsune and have a benign relationship with Ton'keena. They are less mischievous than other kitsune but are also much more reserved and slower to befriend others. They have strong ties to wildlife and are widely considered the most nature-conscious kitsune, but other kitsune consider them to be dreadfully plain-spoken. Windkin are of average height and possess slightly larger ears then standard kitsune. Their fur is a medley of gray, brown, orange, and fulvous and most prefer to wear their hair long. Windkin often adorn themselves in ritualistic beads that they claim bolsters their connection to their community's ancestors, making them in-tune with nature and spirits alike. Windkin kitsune gain access to the following racial trait.
Sure Step : Windkin are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. In addition, windkin receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Kitsune are shapeshiting, magically attuned foxfolk who hail from the forlorn continent of Ragonda. Kitsune possess two forms: a Ton'keena build with salient eyes, and their humanoid fox form. Despite an irrepressible penchant for deception, kitsune prize loyalty and make true companions. They delight in the magical arts. In former times they lived in giant cities on their mainland, but since their exile, they either live in tribes or have integrated into culturally friendly nations, such as Heibesu. Kitsune are quick-witted and nimble, and it is not uncommon for them to become rogues, but Kitsune sorcerers and wizards are also very common, for Kitsune have a sacred link to magic, one that stems from the time of the Unseelie.
Physical Description : A kitsune has two forms—a single Ton'keena form and its true form, that of a humanoid fox. In all forms they possess golden, amber, or brilliant blue eyes. In their true forms, they are covered with a downy coat of auburn fur, although other colorations are possible. A Kitsune can live up to 250 years.
Society : Kitsune culture is enigmatic and ancestral, though most of their ancestral society is all but gone, only to be found as ruins littering the dark Ragondan mainland and into the caverns now known as the Darklands or Dark Lands Beyond. They organize themselves in Kins, which since their exile has taken a lot more meaning as each Kin organized its own flight separately. As a general rule, though, elements of their culture have subsisted even as they integrated into other nations. Kitsune prize loyalty amongst their friends but delight in good-natured mischief and trickery. Creative and arcane arts are highly prized in Kitsune societies. Kitsune also love competition, especially the telling of stories interwoven with tales and mythical falsehoods.
Relations : Kitsune are friendly with Ton'keena, but their reputation as tricksters follows them when they interact with other races. Many Kitsune, particularly those who dwell in mixed-race societies, choose to hide their true natures and pose as catfolk in public. As of late, Kitsune have gained massive reputation with the Dwarves and Halflings after they helped the Dwarven Jade Kingdom defeat their Drow arch-enemies.
Religion and Alignments : Kitsune tend to be neutral, or of alignments with a neutral component. Most Kitsune belong to Hikaito, the Cult of the Four Wings. They worship Yuuriko as the Mother Goddess, the four Elemental Heiki, and Kitsune half-gods, thought to be Reiki, generally dedicated to craftsmanship. They believe the rest to be merely servants. Hikaito used to be a very strong way to define one's tribe, as each believes in one god more specifically; today all four are regarded equally. Earthkin Kitsune, having integrated into Heibesu, tend to believe in Chantry beliefs instead; the Firekin and Waterkin, however, resist religious integration. Windkin have found their beliefs in agreement with the Cult of the Ancestor, who put special emphasis on two of their five gods.
Adventurers : Forced into exile, but also keenly interested in adding their own names to the myths and legends of explorers and heroes of old, Kitsune adventurers range across the world.
Female Names: Ayaki, Jiyoki, Kyomi, Miyaro, Shinyai, Yulai
Male Names: Chankotu, Imhakaru, Kyrsaku, Namkitu, Yanyeeku
Standard Racial Traits
All Kitsune share these racial traits. You must then complete them by choosing one of the subracial packages below.
Ability Score Racial Traits: +2 CHA, -2 STR
Type: Kitsune are “humanoids” with both the kitsune/foxfolk and shapechanger subtypes.
Size: Kitsune are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Kitsune have a base speed of 30 feet.
Languages : Kitsune begin play speaking Common and Kitsunese. Kitsune with high Intelligence scores can choose from the following: any Ton'keena language (Catharian, Daarian, Tribal or Wild Mainland languages), Tengu, Dwarven, Sylvan. Windkin Kitsune can also learn Drow.
Racial Traits :
Agile : Kitsune receive a +2 racial bonus on Acrobatics checks.
Arcane Focus : Kitsune gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Bite : Kitsune gain a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Change Shape : A kitsune can assume the appearance of a specific single catfolk form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in catfolk form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear Ton'keena. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Shadow Caster : Kitsune add +1 to the saving throw DCs for their spells and spell-like abilities using Phantasm or Fey Runesongs, or Ninja abilities.
Subracial Packages
Kitsune must belong to one of the following subraces :
- Earthkin (Imperial Kitsune)
Earthkin were the most populous Kitsune kin, and were also the first to start emigrating. Most of them have found themselves integrating in Heibesu society 400 years ago, though many also formed more traditional tribal structures in Heibesu's northern lands. Earthkin have become dominant among kitsune because of their versatility – a powerful attribute that also helped them post-exile. Rather than adapting to one specific environment, earthkin are flexible enough to excel anywhere. Furthermore, earthkin are more likely to wander than members of other kitsune are and the image of the capricious, wandering kitsune almost exclusively applies to earthkin, though their wandering has significantly aided their kin's expansiveness. From Heibesu, Earthkin Kitsune have emigrated to other lands, and can be found in the Wild Mainland, as well as Catharia. Earthkin vary heavily in appearance and can be encountered with all of the fur colors of other kitsune clans. Earthkin tend to be average in appearance compared to the other clans and have no remarkable features by comparison. They gain the following trait :
Versatility: Earthkin kitsune may choose two favoured classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. Alternatively, an earthkin may choose to gain both +1 hit point and +1 skill rank when he gains a level in his favoured class instead of choosing either one or the other benefit or he can choose an alternate class reward. This choice must be made at 1st level and once selected, it cannot be changed.
- Firekin (Desert Kitsune)
Firekin inhabited the sandy deserts of their homeland. They emigrated second, and landed on the shores of the Daarian Empire. According to their songs and stories, firekin once lived peacefully amidst the sands until said Empire finally encroached upon their lands, forcing them to fully integrate among them to avoid battling them for resources. For this reason, firekin tend to be more vengeful than other kitsune when slighted and revel in the fear and superstition that locals have of them. Although not inherently evil, firekin have less respect for laws than other kitsune and often ignore legal processes, especially when enraged. Firekin are slightly shorter than kitsune of other clans and possess enlarged ears and puffy, fulvous fur. These adaptations help a firekin to deflect and release heat during the day and keep warm during the frigid night. Firekin kitsune gain access to the following racial trait :
Desert Runner: Firekin kitsune receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
- Waterkin (Arctic Kitsune)
Native to the frozen wastes of Ragonda, waterkin thrive in the most deadly climates known to mortals. Waterkin are often somber and serious towards outsiders, reserving their cheer and laughter only for close companions and allies. Waterkin spend comparatively more time in their true forms than other kitsune races as a result of their decreased interactions with foreigners. Despite their cold demeanor, waterkin kitsune are generally benign and have been known to save strangers from certain doom on many an occasion. They also tended to settle on Unseelie ruins, and have gained a greater understanding of magic as a result. Waterkin Kitsune are nowadays the most nomadic of all, and can be found in the more frozen areas of the world, both in Heibesu and Catharia, though hardly interacting with anyone. Waterkin appear thicker than kitsune of other clans because of their fur, which is pale gray during the cold months and dark brown during warmer seasons. During the winter, their fur is warm enough that waterkin are able to survive the night in all but the most extreme cold without equipment if needed to.
Waterkin kitsune gain access to the following racial trait.
Aurora Magic : Waterkin kitsune treat their caster level as +1 higher when casting elemental spells (Fire, Water, Earth, Wind).
Colour Spray : Waterkin with a Charisma of 15 or higher get access to the non-runic spell-like ability Colour Spray once per day.
Casting Time : 1 standard action
Range : 15 ft
Area : cone-shaped burst
Duration : instantaneous
Saving Throw : Will negates
Spell Resistance : Yes
Description : A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. This spell is considered to be Arcane magic.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by colour spray.
- Windkin (Steppe Kitsune)
Named for the scouring winds that sweep across their homes, windkin dwell in steppes and on mountains. Once nomadic even in their old home, most windkin now dwell among the Shuju Races. This happened after the Great War of the Hammer, a conflict between Dwarves and Drow which threatened the Dwarven Jade Kingdom with complete extermination until the Kitsune arrived. The combined forces, now both physical and magical, completely took the Drow aback; along with the Windkin's superior movement, the Drow forces had to retreat and were after years of fighting not just defeated, but scattered. Windkin Kitsune were given the Drow's former lands, mostly steppes and mountains, and have contributed to shifting public Dwarven view of Kitsune for the better, and to Kitsune even integrating with Dwarves and Halflings. Despite this, most Windkin Kitsune prefer to carry on their nomadic lifestyle in their new territory.
Windkin are very relaxed compared to other kitsune and have a benign relationship with Ton'keena. They are less mischievous than other kitsune but are also much more reserved and slower to befriend others. They have strong ties to wildlife and are widely considered the most nature-conscious kitsune, but other kitsune consider them to be dreadfully plain-spoken. Windkin are of average height and possess slightly larger ears then standard kitsune. Their fur is a medley of gray, brown, orange, and fulvous and most prefer to wear their hair long. Windkin often adorn themselves in ritualistic beads that they claim bolsters their connection to their community's ancestors, making them in-tune with nature and spirits alike. Windkin kitsune gain access to the following racial trait.
Sure Step : Windkin are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. In addition, windkin receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Base Height and Weight
Gender
Male Female |
Base Height
4 ft. 10 in. 4 ft. 5 in. |
Height Modifier
+2d8 in. +2d8 in. |
Base Weight
110 lbs. 80 lbs. |
Weight Modifier
2d8×5 lbs. 2d8×5 lbs. |
Random Starting Ages
Adulthood
20 years |
Intuitive
+1d4 years |
Self-Taught
+1d6 years |
Trained
+2d4 years |
Intuitive : This category includes barbarians, rogues, and sorcerers.
Self-Taught : This category includes fighters, ninjas, rangers, samurai, swashbucklers and yamabushi
Trained : This category includes alchemists, inquisitors, investigators and wizards.
Self-Taught : This category includes fighters, ninjas, rangers, samurai, swashbucklers and yamabushi
Trained : This category includes alchemists, inquisitors, investigators and wizards.