Kitsune
Wily but noble, kitsune are a race of shapechanging fox-folk. Each Kitsune has two shapes—a slender and attractive human form and its true form of an anthropomorphic fox. In either form, it displays physical grace and natural beauty. Most kitsune have ruddy, auburn fur and salient amber or pale blue eyes, though some are born with black, gray, or even white fur. White-furred kitsune are revered for their close connection to their spirit ancestors and typically raised as oracles.
Quick-witted and nimble, kitsune delight in the creative arts, particularly riddles, storytelling, pranks, and tall tales, and have garnered a well-deserved reputation and duplicitous tricksters. They are a good-natured folk and greatly value friendship.
When encountered outside human settlements, kitsune tend to live in small and remote villages run by elders of ancestral clans. In human settlements, kitsune usually remain in human form to avoid conflict.
Kitsune are defined by class levels—they do not possess racial Hit Dice. Kitsune have the following racial traits.
- HP
- 5 (1d6–1)
- AC
- 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
- Speed
- 30 ft.
- Init
- +2
- Melee
- bite –1 (1d4–1), mwk quarterstaff –5 (1d6–1)
- BAB
- +0
- CMB
- –1
- CMD
- 12
- Fort
- –1
- Ref
- +2
- Will
- +4
- Racial Modifiers
- +2 Acrobatics
Weapons: Simple
bloodline arcana (+2 DC for compulsion spells)
Change Shape — 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. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
kitsune magic
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.</p>
Acrobatics +4, Bluff +7, Perception +3, Spellcraft +5, Stealth +3
- Type
- Humanoid
- Alignment
- N
- Size
- Medium
- Environment
- temperate forests, hills, or mountains
- Organization
- solitary, pair, or gang (3–8)
- Treasure
- NPC gear (potion of cure light wounds, mwk quarterstaff, other treasure)
- Senses
- low-light vision; Perception +3
- Languages
- Common, Elven, Sylvan
- Source
- Bestiary 4
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Eschew Materials (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Charm Person (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Sleep (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Daze (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Prestidigitation (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Read Magic (Spell)House/Core — covered by the site's Section 15.
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