Archives of Nethys

Core Races | Other Races


Source Bestiary 4 pg. 175 (Amazon), Advanced Race Guide pg. 1 (Amazon), Dragon Empires Primer pg. 4 (Amazon), Dragon Empires Gazetteer pg. 11 (Amazon)
Monster Entry Link
Kitsune, or fox folk, are vulpine shapeshifters known for their love of both trickery and art. Kitsune possess two forms: that of an attractive human of slender build with salient eyes, and their true form of an anthropomorphic fox. Despite an irrepressible penchant for deception, kitsune prize loyalty and make true companions. They delight in the arts, particularly riddles and storytelling, and settle in ancestral clans, taking their wisdom from both the living and spirits.

Quick-witted and nimble, kitsune make excellent bards and rogues. It is not uncommon for one to pursue sorcery, while those few born with white fur and pale eyes usually become oracles.

Kitsune Racial Traits

+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.
Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.
Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Normal Speed: Kitsune have a base speed of 30 feet.
Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.
Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.

Kitsune Alternate Racial Traits

Replaces Kitsune Magic

Source Inner Sea Races pg. 215
Many kitsune prefer to avoid the attention they often attract from human neighbors and attempt to convince all around them that they are human. They gain a +2 racial bonus on Bluff and Disguise checks. This racial trait replaces kitsune magic.

Fast Shifter (Su)
Source Advanced Race Guide pg. 1 (Amazon)
You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic.

Replaces Agile

Gregarious (Ex)
Source Advanced Race Guide pg. 1 (Amazon)
Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.

Kitsune Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Kitsune have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Kitsune who have the listed favored class.

Bard (Advanced Race Guide pg. 1 (Amazon)): Add a +1/2 bonus on Bluff checks to lie and a +1/2 bonus on Diplomacy checks to gather information.
Druid (Advanced Race Guide pg. 1 (Amazon)): Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
Oracle (Advanced Race Guide pg. 1 (Amazon)): Reduce the penalty for not being proficient for one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
Rogue (Advanced Race Guide pg. 1 (Amazon)): The rogue gains 1/6 of a new rogue talent.
Sorcerer (Advanced Race Guide pg. 1 (Amazon)): Add +1/4 to the DC of enchantment spells.