Races‎ > ‎Other Races‎ > ‎Uncommon Races‎ > ‎


Image used by permission of Purple Duck Games.

Random Kitsune Starting Ages

Adulthood Intuitive1 Self-Taught2 Trained3
15 years +1d4 years
(16-19 years)
+1d6 years
(16-21 years)
+2d6 years
(17-27 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Kitsune Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d8 in.
(5 ft. 0 in. - 6 ft. 2 in.)
100 lbs. +(2d8×5 lbs.)
(110 - 180 lbs.)
Female 4 ft. 5 in. +2d8 in.
(4 ft. 7 in. - 5 ft. 9 in.)
85 lbs. +(2d8×5 lbs.)
(95 - 165 lbs.)
Image used by permission of Matthew Meyer.

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.

Physical Description: A kitsune has two forms—a single human form and its true form, that of a humanoid fox. In their human forms, kitsune tend toward quickness and lithe beauty. 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 more exotic coloration is possible.

Society: Kitsune society is enigmatic, as kitsune prize loyalty among their friends but delight in good-natured mischief and trickery. Kitsune take pleasure in the pursuit of creative arts and in all forms of competition, especially the telling of stories interwoven with tall tales and falsehoods.

Relations: Kitsune deal well with elves and samsarans, 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 humans in public.

Alignment and Religion: Kitsune tend to be neutral, or of alignments with a neutral component. Most kitsune worship the goddess of craftsmanship.

Adventurers: 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

  • Ability Score Racial Traits: Kitsune are agile and companionable, but tend to be physically weak. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
  • Size: Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.
  • Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.
  • Base Speed: Kitsune have a base speed of 30 feet.
  • 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. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Magical Racial Traits

  • 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.
  • 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/daydancing lights.

Offense Racial Traits

  • Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Senses Racial Traits

  • Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Fast Shifter (Su) 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.
  • Gregarious (Ex) 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.
3rd Party Publisher Content!

The following content is from publisher(s) other than Paizo Publishing. Consult your GM to determine if this content is allowed in his or her campaign.

Alternate Racial Traits - Everyman Gaming, LLC

These racial traits may be selected instead of existing kitsune racial traits.

  • Affable: Many kitsune are warmly cordial and easy to converse with. A kitsune with this racial trait gains a +1 racial bonus on Bluff, Diplomacy, and Knowledge (local) checks and one of these skills is always a class skill for him. This racial trait replaces agile.
  • Eidetic: Many kitsune have an uncanny memory for visual images. The kitsune gains a +1 racial bonus on Perception and Sense Motive checks. This racial trait replaces agile.
  • Fey Sorcery: Many kitsune possess traces of fey blood in their bloodlines. If the kitsune is a sorcerer with the Fey or Kitsune bloodline, he treats his caster level as 1 higher when casting bonus spells and bloodline powers and he increases the saving throw DC of his bloodline spells and bloodline powers by +1. This trait does not give the kitsune early access to level-based powers; it only affects powers that he could already use without this trait. This racial trait replaces kitsune magic.
  • Kitsune Chakra (Su): Some kitsune are born with a natural wellspring of ki, supernatural energy that can be used to perform amazing feats. The kitsune can spend 1 point from his ki pool as a swift action before making an ability or skill check in order to gain a +2 bonus on the check. Additionally, kitsune with this racial trait gain a ki pool with 1 point to activate this ability with. The number of points in the kitsune's ki pool increases by 1 for every 4 levels that he possesses. If he already has a ki pool from another source, the kitsune does not gain ki points from this ability but may use ki points from other sources to activate it instead. This racial trait replaces kitsune magic.
  • Natural Finesse: Sophisticated kitsune hone graceful and precise movements at the expense of their skill with their natural attacks. The kitsune gains Weapon Finesse as a bonus feat at 1st level. This racial trait replaces natural weapons.
  • Naturalized: Kitsune who live their entire lives around humans are able to perfectly mimic how humans talk, act, and think. While in human form, the kitsune no longer needs to make Disguise checks in order to appear human and he can take 10 on Bluff checks to convince others that he is human. This racial trait replaces agile.
  • Nimble Dash: Kitsune are light on their feet and capable of quick movement in a pinch thanks to their lithe bodies and limber frames. The kitsune gains Run as a bonus feat at 1st level. Additionally, the kitsune receives a +5 foot bonus to his speed when using the charge, run, or withdrawal actions. In his true form, this bonus increases to +10 feet. This racial trait replaces agile.
  • Nine-Tailed Inheritor: The kitsune is a wellspring of magical energy that manifests as additional tails. The kitsune gains Magical Tail as a bonus feat at 1st level. In addition, he adds Magical Tail to all class lists of bonus feats as initial feat choices for those lists, including all ranger combat styles and all sorcerer bloodlines. For example, a monk can select Magical Tail when he gains his first bonus feat at 1st level while a ranger can select it when he gains his first combat style feat at 2nd level. Additionally, the kitsune treats Magical Tail as all types of feats (except teamwork) when determining which feats he can select with a class's bonus feats feature. A kitsune with this racial trait cannot select Magical Tail as a class bonus feat and as a feat from character advancement during the same level. This racial trait replaces natural weapons.
  • Prankster: Kitsune pranksters are experts at fooling and tricking others. A kitsune gains a +1 racial bonus on Bluff and Sleight of Hand checks and one of these skills is always a class skill for him. This racial trait replaces kitsune magic.
  • Shifting Mind: A kitsune's shapeshifting abilities make him resistant to mental attacks. The kitsune gains a +2 bonus on Will saves. Additionally, once per day the kitsune can roll twice when making a Will save and use the better result. He must choose to use this ability before attempting the saving throw. This racial trait replaces kitsune magic.
  • Skulker: Kitsune are able to hide undetected from others with ease. The kitsune gains a +1 racial bonus on Stealth checks and Stealth is always a class skill for him. This racial trait replaces agile.

Kitsune Subraces

The fact that few races have heard of the kitsune is a testament to their skill at staying out of sight and blending into human society. In truth, kitsune can be found anywhere humanity has settled and over countless generations, kitsune have slowly adapted to life in different parts of the world. Although differences exist between groups of kitsune living in different region in the world, most kitsune consider them too petty to be worth mentioning and do not draw racial lines between themselves, instead preferring to refer to one another as belonging to different clans. These regional clans are named after the five elements: earth, fire, void, water, and wind. Each clan's basic description is noted below, plus an alternate racial trait for that subrace.

The five kitsune clans are described below. Note that a kitsune does not require the alternate racial trait associated with its clan in order to belong to it–not all kitsune possess the same natural abilities and talents.

Earthkin (Standard Kitsune)

By far the most populous of kitsune, earthkin can be found living in virtually any region inhabited by humans. Outsiders are more likely to encounter earthkin than any other kitsune clan, and as a result earthkin attributes are considered standard and other clans deviations from their norm. Kitsune of all ilk refute such foolishness, but admittedly understand where the misconception arises from. Earthkin have become dominant among kitsune because of their versatility. 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 clan's expansiveness.

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.

Earthkin kitsune gain access to the following racial trait.

  • Versatility: Earthkin kitsune may choose two favored 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 favored 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. This racial trait replaces agile.

Firekin (Desert Kitsune)

Firekin inhabit the sandy deserts of the world. According to their songs and stories, firekin once lived peacefully amidst the sands until human kingdoms encroached upon their lands, forcing them to fully integrate among humans 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 humans 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. This racial trait replaces agile.

Voidkin (Aberrant Kitsune)

Voidkin possess a unique place among the different kitsune subraces, for voidkin are considered either blessed or cursed. A voidkin's traits are identical to any one of the other four types of kitsune detailed here except for one detail–the color of their fur. Voidkin possess either snowy white or shadowy fur, with white fur symbolizing divine blessings and black fur revealing a spiritual uncleanliness or a taint in the kitsune's bloodline.

Although both types of voidkin are considered two halves of the same whole, white-furred voidkin enjoy popularity among their ilk while black-furred voidkin are pitied as if they had some terminal illness. However, black-furred voidkin enjoy much more freedom then white-furred voidkin, who are expected to follow strict religious tradition after being spirited away for training.

Voidkin kitsune gain access to the following racial traits.

  • Heritage Focus: A voidkin kitsune gains Skill Focus as a bonus feat at 1st level. He must choose Disguise, Knowledge (nature), or Stealth as his chosen skill with this feat. In addition, the chosen skill is always a class skill for the voidkin. This racial trait replaces kitsune magic.
  • Sacred Study: A voidkin kitsune must select a divine spellcasting class as his favored class. He may not select archetypes that replace or diminish his favored class's ability to cast divine spells. Threat the voidkin's caster level as +1 higher when casting divine spells from his favored class. This racial trait replaces kitsune magic.

Waterkin (Arctic Kitsune)

Native to the frozen wastes, 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. Waterkin are said to have close ties with the scintillating lights that glow in the northern sky and are able to produce similar effects to confound their enemies.

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.

Windkin (Steppe Kitsune)

Named for the scouring winds that sweep across their homes, windkin dwell in steppes and on mountains. Once nomadic, most windkin now dwell among humans, but stubborn windkin communities that cling to the old ways exist. Windkin are very relaxed compared to other kitsune and have a benign relationship with humans. 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 plainspoken.

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 (Ex): Windkin are immune to altitude sickness and do not lost 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. This racial trait replaces agile.

Additional Alternate Racial Traits Section 15: Kitsune Compendium. Copyright 2014, Everyman Gaming, LLC; Authors: Alexander Augunas.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Bard Add a +1/2 bonus on Bluff checks to lie and a +1/2 bonus on Diplomacy checks to gather information.
  • Druid Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
  • Oracle 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 The rogue gains 1/6 of a new rogue talent.
  • Sorcerer Add +1/4 to the DC of enchantment spells.
3rd Party Publisher Content!

The following content is from publisher(s) other than Paizo Publishing. Consult your GM to determine if this content is allowed in his or her campaign.

Favored Class Options - Everyman Gaming, LLC

These options may be selected instead of existing favored class options.

  • Alchemist: The alchemist gains 1/6 of a new discovery.
  • Arcanist: The arcanist gains 1/6 of a new arcane exploit.
  • Barbarian: Add +1 foot to the speed bonus provided by fast movement. This only has an effect for every five increases to fast movement that the barbarian selects.
  • Bloodrager: Select one Intelligence-, Wisdom-, or Charisma-based skill that the bloodrager cannot use while raging. After selecting this bonus four times, the bloodrager gains Raging Concentration with the selected skill as a bonus feat.
  • Brawler: Increase the number of times per day that the brawler can use martial flexibility by 1/4.
  • Cavalier: Increase the number of times per day that the cavalier can use tactician by 1/4.
  • Cleric: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
  • Fighter: Add +1/6 to the fighter's AC while wearing light or no armor as a dodge bonus. The fighter loses this bonus while he is flat-footed or denied his Dexterity bonus to AC.
  • Gunslinger: Add +1/4 point to the gunslinger's grit pool.
  • Hunter: Add 1 to the hunter's total number of animal focus minutes per day.
  • Inquisitor: Add +1/4 to the number of times per day the inquisitor can change her most recent teamwork feat.
  • Investigator: Increase the number of times per day that the investigator can use inspiration by 1/4.
  • Magus: Add 1/2 of an enchantment or illusion spell from the sorcerer/wizard spell list to the magus's spell list. The spell must be at least one level below the highest spell level he can cast. The spell is also added to the magus's spellbook.
  • Monk: Add +1/4 point to the monk's ki pool.
  • Paladin: The paladin gains 1/4 of a new mercy.
  • Ranger: Add +1/3 to the ranger's AC as a dodge bonus against attacks made by his favored enemies.
  • Shaman: The shaman gains 1/6 of a new hex. This hex must be one granted by the shaman's spirit rather than one from a wandering spirit.
  • Skald: The skald gains 1/6 of a new rage power.
  • Slayer: The slayer gains 1/6 of a new slayer talent.
  • Summoner: Add +1 skill rank to the summoner's eidolon.
  • Swashbuckler: Increase the number of times per day that the swashbuckler can use charmed life by 1/4.
  • Warpriest: Increase the number of times per day that the warpriest can use blessings by 1/4.
  • Witch: When casting enchantment, illusion, or transmutation spells, add +1/3 to the witch's caster level when determining the spell's duration.
  • Wizard: The wizard gains 1/6 of a new bonus feat.

Additional Favored Class Options Section 15: Kitsune Compendium. Copyright 2014, Everyman Gaming, LLC; Authors: Alexander Augunas.

Racial Archetype

The following racial archetype is available to kitsune:

Racial Feats

The following feats are available to a kitsune character who meets the prerequisites.