374714-Kitsune of Golarion Remastered

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Kitsune of Golarion Table of Contents

Kitsune of Golarion Remastered............................2


Remastered Kitsune.........................................................................4
Kitsune Heritages...............................................5
Game Designer Kitsune Feats.......................................................6
Alexander Augunas Foxfire Adept................................................... 10
Pawler................................................................ 16
Authors Tailed Scion....................................................... 18
Alexander Augunas, Joan Hong, Dustin Knight, Chesley Daikitsu..................................................................... 20
Oxendine, Ruvaid Virk, and Sky Mahpiya Wall Kitsune of Arcadia.................................................. 23
Duzahe Kitsune................................................... 24
Editing Lead Firearm Foxes................................................... 27
Aly Chen Mde Kitsune......................................................... 30
Segada Skulks.................................................. 33
Cover Art Kitsune of Avistan.................................................. 37
Laura Galli Angen Kitsune..................................................... 38
Angen Diplomats............................................. 41
Interior Art Rengo Kitsune..................................................... 44
Jacob Blackmon, Laura Galli, Shawn “Eldritch Dream” Rengo Harrow.................................................. 47
Pommier Silvertail Kitsune................................................. 50
Silvertail Star Spinners................................... 53
Art Direction and Graphic Design Kitsune of Casmaron.............................................. 59
Alexander Augunas Biradi Kitsune....................................................... 60
Horse Lords...................................................... 63
IP Declaration Dijori Kitsune....................................................... 66
Kitsune of Golarion Remastered © 2024, Alexander Dijori Philosophy............................................. 68
Augunas. All rights reserved. Paizo, the Paizo golem Ilaepou Kitsune.................................................... 72
logo, Pathfinder, the Pathfinder logo, Pathfinder Ilaepou Storytelling........................................ 75
Society, Starfinder, and the Starfinder logo are Inpaji Kitsune....................................................... 78
registered trademarks of Paizo Inc.; the Pathfinder P Kithsuak Dancing............................................. 81
logo, Pathfinder Accessories, Pathfinder Adventure, Kitsune of the Crown............................................. 85
Pathfinder Adventure Card Game, Pathfinder Adventure Inugantiq Kitsune................................................ 86
Card Society, Pathfinder Adventure Path, Pathfinder Shape Dancing................................................. 89
Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, Kitsune of Garund................................................... 91
Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Kalaebi Kitsune.................................................... 92
Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Mirage Makers................................................. 94
Game, Pathfinder Tales, Starfinder Adventure Path, Zuqilsi Kitsune..................................................... 98
Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Basket-Heads..................................................101
Flip-Tiles, Starfinder Pawns, Starfinder Roleplaying Kitsune of Tian Xia................................................105
Game, and Starfinder Society. Hwaeko Kitsune................................................106
This work is published under the Community Content Fox Brawlers...................................................109
Agreement for Pathfinder Infinite and Starfinder Infinite. Jinko Kitsune.....................................................110
Jinko Fireworks..............................................113
Shanko Kitsune..................................................116
Fox Brew.........................................................119
Souko Kitsune....................................................120
Koh Masks.......................................................123
The Fox Bizarre.....................................................127
Fox Brews...........................................................128
Foxfire Lanterns................................................132
Kitsune Magic....................................................134
Koh Masks...........................................................136
Runes...................................................................140
Options Appendix.................................................142

2
Five Things Most People Know About Kitsune
#5 — They’re Queer Daikitsu, though the Lady of Foxes goes by many
While kitsune typically invent gender and sexual names and epithets across Golarion. According to
identities for themselves when they’re passing in legend, this association is the font from which all
the societies of other ancestries—be it in a tailless kitsune magic flows, including their shape changing.
persona or in their true form, kitsune culture doesn’t
have gender or sexual identities. Kitsune love, act, and #2 — They Can Grow Many Tails
feel as they please among fellows, and many poke fun Most legends about kitsune depict all members of
at the arbitrary nature of other ancestries’ gender their ancestry as being able to grow up to nine tails
identities with one breath while adopting whichever if they survive long enough, and while all kitsune may
feels best for them with the next. Few bat a tail at very well have the potential to do so very few ever
interspecies partnerships, and many learn to assume acquire more than one tail. Despite this, most kitsune
their partner’s species as a sign of intimacy. perpetuate the idea that every member of their
ancestry is a nine-tailed work in progress.
#4 —They’re Wickedly Clever
Kitsune excel at thinking like other people as a natural #1 — They’re Shape Shifters
extension of their ability to assume alternate forms, It’s common knowledge that kitsune are able to
and this means many kitsune are good at getting into change their shape at will, although members of other
the heads of other people. This makes them good at ancestries often overestimate a kitsune’s capabilities
making calculated moves and clever maneuvers. in this regard. Most kitsune can only assume a single
alternate form, but kitsune are so diverse in the types
#3 — They’re Inherently Magical of alternate forms they have that many people assume
Kitsune believe they are the children of the goddess they can assume whatever form they please at will.

3
Kitsune
A witty and charismatic people with magical abilities Others Probably...
stemming from an intrinsic tie to the spiritual world, O Are taken in by your magnetic personality and
kitsune are shapechangers with two forms: their original enigmatic nature.
form they were born with and an alternate form whose O Marvel at your many supernatural abilities.
physiology largely depends on where they were raised. O Wonder what you aren’t telling them.
A kitsune’s original form appears as a humanoid-shaped
fox. In contrast, a kitsune’s alternate form is far more Physical Description
clandestine; those raised in populated areas typically Kitsune have alert, vulpine ears; a vulpine face with a
assume the form of a humanoid body lacking any fox pointed snout and large eyes; short, semi-retractable
features that closely resembles a common ancestry, claws on their fingers and toes; padded, digitigrade paws;
such as an elf or a human, while those raised in rural or and at least one fluffy tail that’s about two-thirds as long
unpopulated areas are more likely to assume a fox form. as they are tall. Their fur is dense, countershaded, and
Kitsune commonly refer to their humanoid guises as often red, tan, black, or white. Kitsune who hone their
tailless forms for obvious reasons, and an alternate form’s magical abilities grow additional tails, to as many as nine.
appearance are as congenital as their original form.
Though all-kitsune settlements exist, most choose to Society
live among people of other ancestries, passing unseen Kitsune are rarely the majority in whatever communities
among them or holding their tails high at their personal they inhabit, and many go their whole lives without
preference. This grants kitsune a degree of external meeting another kitsune beyond their community. Their
insight into social rules or dynamics that others process society, as much as it exists, centers primarily around
only subconsciously, and many are clever observers of the commonalities that kitsune find as they pass among
the societies around them as a result. Kitsune enjoy other peoples. The same social perspective that helps
subverting expectations as much as they do going along them imitate others also makes them quick to notice
with them, possessing a fondness for jokes, stories, signs that someone may need help or a kind word.
and wordplay—especially when the twist of the riddle Due to this, kitsune often form strong interpersonal
hinges on the listener’s assumptions. Between that and relationships and tend to anchor their social circles.
their ability to shape shift, kitsune have a well-earned When two kitsune do meet, they may find themselves
reputation for being tricksters among other ancestries. exchanging light verbal repartee, enjoying the sport
With dual forms and a connection to the material and of trying to outwit each other. While it’s considered a
spiritual worlds, kitsune have diverse concepts of self grave offense to outright give away another kitsune’s
and identity. Many are genderqueer by the standards shapechanging nature, kitsune relish surreptitiously
of the societies they exist in, but kitsune culture itself forcing another to “break character,” shocking the other
doesn’t recognize gender roles. By outsiders’ measures, into disrupting their transformation with a comment.
most are either asexual or pansexual but many maintain Sample Names: Hamako, Haohiko, Hiyori, Ijushi,
preferences and pronouns that favor a particular gender Kitsukou, Kon, Kuzori, Kwan-la, Kysu, Sironu, Talaro, Yana
by the standards of other cultures. Some individuals view
each of their forms as separate identities or aspects of Beliefs
their personalities inhabiting the same material vessel, Kitsune often have balanced natures tempered by
using each to explore their personal natures. a childlike fascination for stirring up good-natured
If you want to play a character with innate magical trouble. The patron kitsune deity is Daikitsu and her
talents and hidden facets, each revealed with a glint of Night Bright Grains, and while some kitsune choose not
the eye and a twisting grin, you should play a kitsune. to worship her, all respect her as the purported source
of their powers. Kitsune are often pantheistic, reflecting
You Might... their own multifaceted nature and some Avistani kitsune
O Studiously observe the habits of those around you, worship Sivanah, goddess of illusion.
taking mental notes on how to imitate them better. O Popular Edicts keep others in high spirits, stay true
O Delight in jokes, clever wordplay, silly pranks, or to your self, show gratitude to those who help you,
unnecessarily complex plots. humble those who are inconsiderate of others
O Present a different, but authentic, side of yourself in O Popular Anathema reveal another kitsune’s nature,
each new situation. remove someone’s agency, hurt the undeserving

4
Kitsune Heritages
Due to their shifting nature, kitsune often have mixed- Hit Points
ancestry family units. The children of a kitsune and a 8
non-kitsune can inherit either of their parents’ lineages,
though many assume that a human baby born to a kitsune Size
is simply a fox who has yet to reveal their original form. Medium
While it’s certainly a misconception that all offspring of
kitsune are themselves kitsune, many are. Speed
Choose one of the following kitsune heritages at 25 feet
1st level, which represents your family’s connection to
magical and spiritual forces. Attribute Boosts
Charisma
Celestial Envoy Kitsune Free
Whether due to Daikitsu’s grace or faithful forebears,
you have a strong connection to the divine, affording Languages
you certain protections. You gain the Invoke Celestial Common
Privilege reaction. Additional languages equal to your Intelligence modifier
(if positive). Choose from Elven, Gnomish, Goblin, Halfling,
Dwarven, Sylvan, and any other languages to which you have
access (such as the languages prevalent in your region).

Traits
Humanoid
Kitsune

Low-Light Vision
You can see in dim light as though it were bright light,
and you ignore the concealed condition due to dim light.

Change Shape
As a kitsune, you gain the Change Shape ability and one
alternate form of your choice. If you gain a tailless form,
also choose a common Medium ancestry to appear as.
Change Shape [one-action] (concentrate, divine, kitsune,
polymorph) Effect You transform into one of your
alternate forms. This form is the same age and body
type as your true form and has roughly analogous
physical traits, such as hair color. Using Change Shape
counts as creating a disguise for the Impersonate use
of Deception. You can remain in your alternate form
indefinitely, and you can shift back to your true kitsune
form by using this action again.
B Fox Form You appear as a fox. Your size is Tiny and you
gain the animal trait, a +10 status bonus to Speed, and
weakness 5 to physical damage. You can’t make Strikes
except when using unarmed attacks from the Vulpine
Armaments ancestry feat, nor can you use weapons,
shields, or held items or activate manipulate actions
that require fingers or hands, or manual dexterity
except for Casting a Spell.
B Tailless Form You appear as a member of the chosen
ancestry. You gain that ancestry’s trait and lose any
unarmed attacks from your ancestry feats.

Kitsune Rake

5
Invoke Celestial Privilege [reaction] shape of your spirit. You gain the Hybrid ancestry feat
Trigger You attempt a saving throw against a divine as a bonus feat.
effect, but you haven’t rolled yet.
You rise above the triggering effect, refusing to be Leaping Willow Kitsune
harmed by it. You gain a +1 circumstance bonus to You’re flush with eager energy, which you can use to
the triggering saving throw and to any other saving leap and pounce as easily as a common fox. You are
throws you attempt against divine effects until the trained in Athletics and gain Quick Jump as a bonus
start of your next turn. feat. When you make a High Jump or a Long Jump,
treat the result’s degree as being one step better if
Dark Fields Kitsune you’re in your original form or a fox form.
You can exert your unsettling presence to subtly
Demoralize others. When you Demoralize someone, Scorched Sands Kitsune
you can replace the action’s auditory trait for the From expansive deserts to desolate badlands, your
visual trait. If you do, you don’t take a penalty for ancestors settled the world’s most grueling places. You
Demoralizing a creature that doesn’t understand your gain fire resistance equal to half your level (minimum
language. You also gain the Invigorating Fear reaction. 1) and treat environmental heat effects as if they
were one step less extreme (incredible heat becomes
Invigorating Fear [reaction] extreme, extreme heat becomes severe, and so on).
Frequency once per hour Trigger A creature within 60
feet gains the frightened condition. Kitsune Feats
You are invigorated by the shock of a prank or the At 1st level, you gain one ancestry feat, and you gain an
thrum of terror. You gain temporary Hit Points equal additional ancestry feat every 4 levels thereafter (at 5th,
to the creature’s level or 3, whichever is higher. 9th, 13th, and 17th levels). As a kitsune, you select from
among the following ancestry feats.
Earthly Wilds Kitsune Additionally, you can grow one or more tails when you
You are a creature of the material world, with an affinity gain a level. Your maximum number of tails is equal to the
closer to the wilds. You gain the Vulpine Armaments highest-rank spell you can cast from your spell slots or
ancestry feat, choosing either claws or jaws. non-cantrip kitsune innate spells, or 1 + your number of
kitsune ancestry feats, whichever is higher, to a maximum
Empty Sky Kitsune of nine tails. When you Change Shape, you can choose to
Your spirit is open to the secrets of beyond, granting remain in your original form but appear as though you
you greater access to kitsune magic. You gain the had fewer tails, to a minimum of one. If you use Change
Kitsune Spell Familiarity ancestry feat. Shape to assume a fox alternate form, you can have any
number of tails up to your original form’s total.
Flicking Spirit Kitsune
Your spirit surges with magical potential that you’re 1ST LEVEL
able to catalyze as an eerie wisp. You gain the Vulpine
Armaments ancestry feat, choosing foxfire. Androit Athleticism Feat 1
Kitsune
Fragrant Blossom Kitsune You keep your body as sharp as your wit. You gain the
You’ve spent countless hours exploring the bounties trained proficiency rank in Acrobatics and Athletics.
of nature, exposing yourself to wondrous sounds and If you would automatically become trained in one
smells. You gain the Keen Nose ancestry feat. of those skills (from your background or class, for
example), you instead become trained in a skill of your
Frozen Wind Kitsune choice. At 5th level, your proficiency rank in either
From frigid peaks to lonely tundras, your ancestors Acrobatics or Athletics improves to expert.
settled within the world’s most frigid places. You gain
cold resistance equal to half your level (minimum 1) Hybrid Form Feat 1
and treat environmental cold effects as if they were Kitsune
one step less extreme (incredible cold becomes You can mix your forms together. When you Change
extreme, extreme cold becomes severe, and so on). Shape, you can choose to retain parts of your original
form’s physiology in your new form. For example, you
Iridescent Ether Kitsune could have kitsune ears and tails in a tailless form or
You’ve learned to assume a form that reflects the retain the ability to speak or use items that require

6
hands, fingers, or manual dexterity in a fox form. If you Springing Step Feat 1
do, you can’t use your alternate form to Impersonate Kitsune
anything using Deception unless you use other means You’ve mastered a springy gait that propels you
to conceal such features, like wearing a hat over your further with every step. While you’re in your true form
ears and tucking your tail into your kimono. or fox form, increase your Speed by 5 feet.

Keen Nose Feat 1 Star Orb Feat 1


Kitsune Kitsune
Like a common fox, your black nose can keenly detect Your magic has crystallized into a spherical stone
smells. You gain imprecise scent with a range of 30 whose essence you can draw upon to enhance your
feet while in your true form. If you have an alternate magic. You gain a familiar, except its a Tiny stone
form that grants imprecise scent, improve the range instead of an animal. It has no Speed, doesn’t need to
of that form’s imprecise scent by 10 feet. breathe, and, gains the construct familiar ability and
the innate surge master ability; the construct familiar
Kitsune Lore Feat 1 ability doesn’t count against your usual limit of familiar
Kitsune abilities (typically 2), but the innate surge ability does.
You excel at navigating social situations and keeping It otherwise functions as a typical familiar.
secrets. You gain the trained proficiency rank in The familiar can’t select any familiar or master
Diplomacy and Deception. If you would automatically abilities that require it to move unless it uses one
become trained in one of those skills (from your familiar ability to gain a Speed as defined by the Pet
background or class, for example), you instead become feat; if it does, it animates in a way appropriate to the
trained in a skill of your choice. chosen Speed.
You also gain the Additional Lore general feat for
Kitsune Lore. Tweak Shape Feat 1
Kitsune
Kitsune Spell Familiarity Feat 1 You’re able to alter your tailless form’s ethnicity.
Kitsune Each day during your daily preparations, choose a
You’ve picked up a few magical tricks. During your daily number of common kitsune heritages you don’t have
preparations, choose forbidding ward or any illusion or equal to half your Charisma modifier until your next
polymorph cantrip. You can cast this cantrip as a divine daily preparations. When you Change Shape, you can
innate spell at will until your next daily preparations. choose to assume the appearance of a kitsune of the
chosen heritage of the same age and physiology. While
Myriad Forms Feat 1 doing so, you replace your heritage with the chosen
Kitsune heritage. You don’t lose any proficiency you gained
Prerequisites trained in Deception. from your heritage nor do you gain any proficiency
With a bit of self-discovery, you find a new form. from the chosen heritage.
You gain an additional alternate form. If you pick an If you’re a master in Deception, you can choose up
alternate form you already have, it must be a different to four kitsune or versatile heritages, one of which
kind of creature, such as choosing an orc tailless form can be uncommon. If you’re legendary in Deception,
if you already have a human one. you can choose every kitsune heritage and up to four
If you’re an expert in Deception, you gain a total of versatile heritages, one of which can be rare while the
two additional forms from this feat. This increases to rest can be common or uncommon.
four additional forms if you’re a master in Deception or
eight additional form if you’re legendary in Deception. Vulpine Armaments Feat 1
Kitsune
Shapechanger’s Intuition Feat 1 You’ve learned to fight using your vulpine body, be
Kitsune it by tooth or claw or spiritual power. You gain your
A lifetime of experience helps you see through choice of one of the following unarmed attacks. The
disguises. When you come within 10 feet of a attack is in the brawling group if its a melee unarmed
creature that is transformed into another form or is attack or the sling group if its ranged one and has the
Impersonating a specific creature, the GM rolls a secret listed damage die and traits. If multiple damage types
Perception check for you to realize that the creature is are listed, choose one. You don’t add any attribute
transformed or Impersonating someone, even if you modifier to a foxfire unarmed attack.
didn’t use an action to Seek against that creature. O Claws (Melee) 1d4 slashing (agile, finesse, unarmed)

7
O Foxfire (Ranged) 1d4 cold, electricity, fire, vitality, Change Shape. Anyone you were hidden from when you
or void (range 20 feet) used this action isn’t aware that you Changed Shape.
O Jaws (Melee) 1d4 piercing (agile, finesse, unarmed)
Special You can select this feat up to three times. Each Restorative Shifter [two-actions] Feat 5
time you choose an unarmed attack you don’t have. Kitsune
Requirements Your last action was to Change Shape.
5TH LEVEL You use your shape shifting to knit your wounds shut.
Attempt a Deception check with the same DC as for
Clever Unarmed Kitsune Feat 5 Treat Wounds and restore the corresponding amount
Kitsune of HP; this doesn’t remove the wounded condition.
Prerequisites Vulpine Armaments. You can also use the result of this Deception check to
You’re exceptionally cunning when fighting without attempt to counteract once common affliction, magic
conventional weapons. Whenever you score a critical effect, or source of persistent damage affecting you,
hit with an unarmed attack you gained from a kitsune or any effect that grants you the dazzled, enfeebled,
ancestry feat ,you apply the unarmed attack’s critical sickened, or stupefied condition.
specialization effect. As with Treat Wounds, you can attempt checks
against higher DCs if you have the minimum
Gregarious Feat 5 proficiency rank in Deception. You are then immune to
Kitsune your Restorative Shifter for 1 day. This does not make
Prerequisites trained in Diplomacy. you immune to, or otherwise count as, Treat Wounds.
A lifetime of impersonation has taught you how leave
a good impression. When you Make an Impression, Shifting Faces Feat 5
your target’s attitude towards you changes by two Kitsune
steps on a success or three steps on a critical success. Prerequisites expert in Deception.
You wear many faces, including those that don’t belong
Kitsune Guile Feat 5 to you. When you Change Shape into an alternate form,
Kitsune you can appear as a specific individual of that ancestry
Prerequisites expert in Deception. or creature that you’ve seen before and whose voice
Your deceptions leave foes vulnerable to your antics. you’ve heard before. You can remain in this form for up
When you Feint and get a critical success, your foe is to 1 hour, after which your appearance automatically
clumsy 2 until the start of your next turn instead of shifts into your usual appearance for that alternate
flat-footed. form. After leaving this form, you can’t assume it again
for the same amount of time that you spent within it
Kitsune Spell Mysteries Feat 5 (minimum 1 minute). For example, if you assumed a
Kitsune specific individual’s form for 10 minutes then you can’t
Prerequisites at least one innate spell from a kitsune use this ability again for 10 minutes once you leave.
heritage or ancestry feat. If you’re a master in Deception, you can remain in
You know more kitsune magic. During your daily the form of a specific individual for up to 24 hours. If
preparations, choose bane, sanctuary, or a common you’re legendary in Deception, the amount of time
1st-rank illusion spell of your choice such as illusory you need to wait to assume another such form again
object. You can cast this as a 1st-level divine innate is reduced to 1/10th the amount of time you spent in
spell once that day. that form, rounded up to the nearest minute; such as
2 hours and 40 minutes if you spent 24 hours in that
Leaping Pounce [one-action] Feat 5 form or 1 minute if you spent 1 round in that form.
Flourish Kitsune
You Stride or Leap up to your Speed and make a Skulk [free-action] Feat 5
Strike at the end of that movement. If you began Kitsune
this action hidden, you remain hidden until after this Trigger You roll initiative
ability’s Strike. You work silently while hiding. You can use Interact
actions while undetected without becoming observed
Quick Shift [free-action] Feat 5 so long as using the Interact action doesn’t create any
Flourish Kitsune obvious stimuli, such as loud noises, bright lights, or
Frequency once per minute pungent odors. The GM determines which stimuli are
You change forms the moment you sense trouble. You obvious for the purpose of this ability.

8
9TH LEVEL
Legend of Nine Tails
Fox Trick [free-action] Feat 9 The most famous folk lore about kitsune involves
Kitsune the growth of additional tails—a rare happening that
Frequency once per hour most kitsune never experience. Different cultures
You always have time for a joke or prank. You Create a have different explanations for why some kitsune gain
Diversion, Conceal an Object, or Hide. All creatures who new tails as they age, with most agreeing that it has
witnessed your Fox Trick then wise up to it, becoming something to do with the accumulation of spiritual
temporarily immune to your Fox Trick for 24 hours. energy, sometimes called quintessence of soulstuff.
Since all souls produce spiritual energy, the number of
Shapechanging Savage [one-action] Feat 9 tails that a kitsune has isn’t a true indication of their
Flourish Kitsune magical prowess. Some kitsune grow additional tails
You unleash a flurry of attacks as you dance between as they master martial techniques or perform deeds
shapes. Change Shape, then Strike using a weapon of guileful skill without having a lick of magic to their
or unarmed attack you have in your new form. For names, but many cultures assume that the more tails a
example, if you Change Shape into a fox form, you kitsune has, the more like their matron, Daikitsu, they
can’t Strike using a weapon because it’s no longer must be, and kitsune often go out of their way to help
available to you. others draw such conclusions for their own amusement.
The only true benefit of growing new tails is an extended
Startling Shapechange [one-action] Feat 9 lifespan—each tail slows the rate at which a kitsune
Flourish Kitsune ages, with nine-tailed kitsune living thousands of years.
Your shapeshifting startles those who are unaware
of your abilities. Change Shape, then Demoralize
or Feint against all opponents within 30 feet. You
can use Deception or Intimidation to Demoralize or Kitsune Spell Expertise Feat 13
Feint in this way and the action gains the visual trait; Kitsune
if you Demoralize your opponents using Startling Prerequisites Kitsune Spell Mysteries.
Shapechange, you can have the visual trait replace Your tails show your magical mastery. During your
that action’s auditory trait or apply both. Once you’ve daily preparations, choose confusion, illusory scene, or
used Startling Shapechange against a creature, you truespeech. You can Cast this Spell as a 5th-rank divine
cannot affect them with it again for 24 hours. innate spell once that day.

Soulfire Feat 9 17TH LEVEL


Kitsune
Prerequisites foxfire unarmed attack. Rampaging Form Feat 17
Your foxfire glows with the hue of your immortal soul, Kitsune
enhancing its power. Add half your Charisma modifier Prerequisites Change Shape, fox alternate form.
to your foxfire unarmed attack’s damage rolls. If you Once per day, when you Change Shape, you can instead
have a negative Charisma modifier, add your whole gain the effects of both the canine form of 5th-rank
Charisma modifier instead. animal form and 7th-rank fiery body for 1 minute or
If you Strike using your foxfire and get a critical until you Change Shape again. You can cast produce
success, you deal 1d4 persistent damage of the same flame from the fiery body effect even though you’re
type as your foxfire unarmed attack to the target. in a battle form, and if you have the Foxfire feat the
effects of fiery body are modified based on the type
13TH LEVEL of damage your Foxfire deals, as follows.
O Cold Change the immunity and damage to cold, the
Killing Stone Feat 13 weakness to fire, and ignition to frostbite.
Kitsune O Electricity Change the immunity and damage to
Prerequisites Star Orb. electricity, the weakness to earth bludgeoning,
Your star orb hides a deadly miasma. You can cast a piercing, or slashing damage, and ignition to electric arc.
5th-rank toxic cloud as a divine innate spell once per O Vitality Change the immunity and damage to vitality,
day. You don’t need to be able to speak to cast the the weakness to void, and ignition to vitality lash.
spell, but it requires a locus component (your star orb), O Void Change the immunity and damage to void, the
which must be within reach. weakness to vitality, and ignition to void warp.

9
Foxfire Adept Foxfire Adept Archetype
Kitsune of all ethnic groups place great significance in Kitsune and characters who have spent significant
the ability to spark one’s spiritual essence into a mote time learning from them have access to this archetype,
of energy known as foxfire, the power of a kitsune’s soul provided they meet its prerequisites.
made manifest. While all kitsune have the capacity to Additional Feats 4th: Warning Shot (Pathfinder
create foxfire with a bit of practice, true artisans known Guns & Gears); 6th: Sneak Attacker; 8th: Snap Shot;
as foxfire adepts can use their foxfire as a conduit for 10th: Sly Striker; 12th: Called Shot (Pathfinder Guns
creating breathtaking spectacles with theirs, many & Gears), Deflecting Shot (Pathfinder Guns & Gears),
having spent their entire lives devoted to developing Monk’s Flurry, Penetrating Shot (Pathfinder Guns &
new techniques for brandishing foxfire. Gears), Trick Shot (Pathfinder Guns & Gears); 14th:
Each kitsune ethnic group has its own foxfire adept Ricochet Shot (Pathfinder Guns & Gears), Shattering
traditions, and more specific terms are often used. Shot (Pathfinder Guns & Gears); 18th: Dispelling Slice,
Among Biradi kitsune, foxfire adapts are called verkiput, Ricochet Master (Pathfinder Guns & Gears)
literally “green flame” in Taldan due to the distinct hue
of their flame. By contrast, by contrast, dijori kitsune call Foxfire Adept Dedication Feat 2
their foxfire adepts kersipalo, which roughly translates Archetype Dedication
to “slingers of the soul-flame” since they’re more apt Prerequisites foxfire unarmed attack.
to use their foxfire as ammunition for their powerful You’re an expert at wielding foxfire. You can cast light
firearms then throw it as-is. Foxfire adepts of all ethnic as a divine innate cantrip. A cantrip is heightened to
groups commonly share techniques during the Bright a spell level equal to half your level, rounded up. This
Grains Festival at Angen or in the Forest of Spirits. light always resembles your foxfire.
You gain the nine auras stance foxaura spell, a type of
focus spell. It costs 1 Focus Point to cast a focus spell,
and you start with a focus pool of 1 Focus Point. You
refill your focus pool during your daily preparations, and
you can regain 1 Focus Point by spending 10 minutes
using the Refocus activity to meditate and recover your
spiritual energy. The full rules for focus spells appear
in Pathfinder Player Core on page 298. You are trained
in spell attacks and spell DC, and become an expert at
12th level and a master at 18th level; you must have at
least two foxaura spells to become an expert and four
other foxaura spells to become a master.
Additionally, whenever you gain a class feature that
grants you expert or greater proficiency in a given
weapon or weapon group or provides you with the
critical specialization benefit with a given weapon or
weapon group, you also gain that proficiency or critical
specialization benefit for your unarmed attacks. Your
foxfire unarmed attack also counts as a loaded ranged
weapon for the purpose of this archetype’s additional
feats, and you can make foxfire attacks with such actions
instead of attacks with a loaded ranged weapon.
If you’re a kitsune, archetype feats from the Foxfire
Adept archetype that aren’t dedication feats count as
kitsune feats when determining the maximum number
of tails you can grow.

Foxfire Artillerist Feat 4


Archetype
Prerequisites Foxfire Adept Dedication.
You can shape your foxfire into ammunition. When you
Interact to load ammunition into a ranged weapon that
Foxfire Adept you’re trained in, you load a mote of foxfire into the

10
weapon instead of using a standard piece of ammo. Strike made with your foxfire unarmed attack, and the
This foxfire mote vanishes unless you Strike using the infusion of spell energy gives it whichever tradition
weapon before the end of your turn and you replace trait the spell you infused into your Spellstrike has.
the weapon’s damage dice with that of your foxfire You can recharge your Spellstrike as an activity that
unarmed attack, including damage type. Use the loaded takes 1 minute or when you attack one of the following
weapon’s range and traits for any Strikes you make actions against a creature whose level is equal to
using it normally. Strikes using a ranged weapon that your level –3 or higher and get a critical success:
you’ve loaded with foxfire ammunition count as foxfire Demoralize, Disarm, Feint, Hide, Shove, Sneak, Steal,
unarmed attacks for the purpose of all foxfire adept Trip, or Tumble. Since you can only Spellstrike with a
feats, and if your Strike is a critical success you can use foxfire unarmed attack, you can Spellstrike using a
your foxfire unarmed attack’s critical specialization ranged attack instead of a melee attack.
instead of the weapon’s if you have access to it.
Mesmerizing Foxfire Feat 4
Foxfire Breath Feat 4 Archetype
Archetype Prerequisites Foxfire Adept Dedication.
Prerequisites Foxfire Adept Dedication. Your foxfire’s eerie glow overwhelms simple minds.
You can gather spiritual energy in your throat that you You gain the Fascinating Performance skill feat; if you
unleash from your mouth to fortify yourself and attack already have this skill feat, you gain a different skill
enemies. You learn the foxfire breath foxaura spell. feat of your choice that requires you to be trained
in Performance. You can use a foxfire unarmed
Foxfire Encirclement [one-action] Feat 4 attack instead of a Performance check to Perform
Archetype and can use your proficiency in unarmed attacks
Frequency once per turn instead of Performance to determine if you meet the
Prerequisites Foxfire Adept Dedication. prerequisites of skill feats.
You imbue a weapon you’re wielding with foxfire.
If the next Strike you make during the turn is with a Star Spinner’s Foxfire Feat 4
melee weapon or thrown weapon you’re trained in, Archetype
that Strike deals an extra 1d4 damage of the same Prerequisites Foxfire Adept Dedication, Star Orb.
type as your foxfire unarmed Strike, gains the magical You’ve learned to weave foxfire together with star
trait, and counts as a foxfire unarmed Strike for the spinning. You gain Star Spinner Dedication (see page
purpose of all foxfire adept feats, and if your Strike 53) as a bonus feat, ignoring the usual rules for how
is a critical success you can use your foxfire unarmed many feats you need from an archetype to select a
attack’s critical specialization instead of the weapon’s if new dedication feat. Add all Star Spinner archetype
you have access to it. feats to the list of Foxfire Adept additional feats.
Your shooting star unarmed attack gains the
Foxfire Healing Feat 4 modular weapon trait, which is associated with your
Archetype General Skill foxfire unarmed attack’s damage type, and it benefits
Prerequisites Foxfire Adept Dedication. from your Foxfire Adept feats as though it were
Your foxfire’s glow mends wounds. When you Treat your foxfire unarmed attack. Anytime your shooting
Wounds or use Battle Medicine, you can make a star unarmed attack increases your multiple attack
foxfire unarmed attack roll instead of a Medicine penalty, all foxfire unarmed strikes you make before
roll. When doing so, you don’t need a healer’s kit, the end of your turn gain the agile weapon property.
can target any creature within your foxfire unarmed
strike’s maximum range, and treat your proficiency in Tricky Foxfire Feat 4
unarmed attacks as being one higher, up to legendary. Archetype
If you cast a foxaura spell that deals damage, you Prerequisites Foxfire Adept Dedication.
can have the spell heal living creatures affected by the You can perform tricky maneuvers with your foxfire.
spell instead of damaging them. You can use a foxfire unarmed attack instead of an
Athletics check to Disarm to Trip, a Deception check
Foxfire Spellstrike Feat 4 to Feint, or an Intimidation check to Demoralize. When
Archetype doing so, the ability’s range is equal to the maximum
Prerequisites Foxfire Adept Dedication. range of your foxfire unarmed attack and, in the case
You gain the magus’s Spellstrike activity (Pathfinder of the Feint action, applies to your foxfire ranged
Secrets of Magic). You can only couple your spell with a unarmed attacks as well as melee attacks.

11
Foxfire Combatant Feat 4 throw, even if that spell doesn’t require an attack roll.
Archetype If your Spellstrike is a critical success, you can use your
Prerequisites Foxfire Adept Dedication. unarmed attack DC as the spell’s save DC if it’s higher.
You gain access to the foxfire unarmed attack’s critical You can choose to deal no damage with your Strike to
specialization effect. Anytime you Strike using a add a +2 status bonus to the spell’s save DC, or +4 if
foxfire unarmed attack and get a critical hit, you can your Strike was a critical success.
replace its usual critical specialization (that of the
sling weapon group) with 1d6 persistant damage of Foxfire Ball Feat 8
the same type as your foxfire unarmed attack. Archetype
Prerequisites Foxfire Adept Dedication.
Foxfire Wave Feat 4 You pool your spiritual energy into an explosive orb.
Archetype You learn the foxfire ball foxaura spell.
Prerequisites Foxfire Adept Dedication.
You’ve learned to ignite a beam of spiritual energy and Fox Fireworks [one-action] Feat 10
launch at at foes through intense training. You learn Archetype Flourish
the foxfire wave foxaura spell. Prerequisites Foxfire Adept Dedication.
You overcharge your foxfire, causing your motes to
Liming Foxfire [reaction] Feat 6 explode on impact. Strike using your foxfire unarmed
Archetype Light attack. Your foxfire unarmed attack has the splash
Frequency once per hour trait, dealing 2 points of damage of the same type.
Prerequisites Foxfire Adept Dedication. Your foxfire unarmed attack’s splash damage increases
Trigger You Strike a creature using a foxfire unarmed to 3 if you are a master in unarmed attacks or 4 if you
attack and get a success or a critical success. are legendary in unarmed attacks.
Your foxfire wreaths foes in liming light. Any creature
you successfully hit with your foxfire unarmed attack Foxfire Chrysalis Feat 10
is limed in colorful, heatless light with the same Archetype
appearance as your foxfire for a number of rounds Prerequisites Foxfire Adept Dedication.
equal to your Charisma modifier, affecting them as You sheath yourself in spiritual energy, defending your
revealing light. If your Strike dealt persistent damage body from harm as you strike back against attackers.
to the target, the revealing light effect lasts until the You learn the foxfire chrysalis foxaura spell.
persistent damage ends or for a number of rounds
equal to your Charisma modifier, whichever is longer. Foxfire Serenity Feat 12
Archetype
Modular Foxfire [one-action] Feat 6 Prerequisites Foxfire Adept Dedication.
Archetype Concentrate You enhance your psyche with spiritual focus, clearing
Prerequisites Foxfire Adept Dedication. your mind and body of negativity in the process. You
You shift your spiritual energy’s properties, changing learn the foxfire serenity foxaura spell.
the type of damage your foxfire unarmed attack deals.
Choose any type of damage you could pick with the Kitsunebi [three-actions] Feat 12
Foxfire feat. Change the type of damage your foxfire Archetype Concentrate
unarmed attack deals to the chosen type until the Frequency once per hour
next time you use this ability. Range 120 feet
If you’re a master in unarmed attacks, you can Duration sustained, up to 10 minutes
activate this ability as a free action. Prerequisites Foxfire Adept Dedication.
You can project your senses into your foxfire. You
Eerie Spellstrike Feat 8 can cast phantasmal minion as a divine innate spell at
Archetype Concentrate will. The minion is Tiny, has Str –5, and appears like a
Prerequisites Foxfire Adept Dedication, Foxfire mote of your foxfire when its visible. While the minion
Spellstrike. is present, you lose all sensory image from your own
You’ve mastered greater flexibility over delivering body but can sense through the phantasmal minion’s
magical effects with your foxfire. When you Spellstrike body using your own senses and effects that enhance
using your foxfire unarmed attack, you can Cast any them. When you Cast the Spell and each time you
Spell you gained from a kitsune heritage or ancestry Sustain it, you choose whether your foxfire is invisible
feat that requires your target to attempt a saving or ephemeral, as described by the spell.

12
Foxaddle [two-actions] Feat 12 you can Strike using your foxfire unarmed attack while
Archetype Emotion Mental assuming your Rampaging Form even though you’re in
Duration sustained, up to 1 minute a battle form.
Prerequisites Foxfire Adept Dedication.
You fling a mote of foxfire at an opponent’s head, Spiritual Resuscitation Feat 18
merging your spiritual energy with their mind to Archetype
muddy their thoughts. Strike one target using your Prerequisites Foxfire Adept Dedication, Foxfire
foxfire unarmed attack and compare the result to Medicine.
your target’s AC and Will DC, using the lower degree You can donate your spiritual energy to an ally during
of success to determine this ability’s effects. the waning twilight of their life. You can cast breath
O Critical Success: The target is confused. of life as a 9th-rank divine innate spell with a range
O Success: As a success, except each round at the end equal to your foxfire unarmed attack’s maximum
of the target’s turn they can attempt a Will saving range once per day. This spell heals additional
throw against your class DC to end this effect on a Hit Points equal to your foxfire unarmed attack’s
success or a critical success. weapon damage dice, including additional dice from
O Failure: The target is unaffected. its fundamental weapon runes.
O Critical Failure: As a failure, and the target is
immune to your Foxaddle for 24 hours. Foxfire Tail Wreath Feat 18
Archetype
Foxfire Sight Feat 14 Prerequisites Foxfire Adept Dedication.
Archetype Your tails surge with spiritual energy, causing them to
Prerequisites Foxfire Adept Dedication. erupt into plumes of foxfire that enhance your foxaura
You fill your vision with spiritual energy, affording spells. You learn the foxfire tail wreath foxaura spell.
you a glimpse of true sight. You learn the foxfire sight
foxaura spell. Foxfire Avatar Feat 20
Archetype
Foxfire Fireworks Cascade Feat 14 Prerequisites Foxfire Adept Dedication, ability to cast
Archetype nine different foxaura spells, one of which is foxfire
Prerequisites Foxfire Adept Dedication, Fox Fireworks tail wreath.
Rather than launch a single firework, you unleash a You can transform yourself into a nine-tailed avatar
stunning display of spiritual power. Your Fox Fireworks of spiritual energy. When you cast foxfire tail wreath
loses the flourish trait. using 3 or more actions, you gain the benefit of three
different foxaura spells. If you cast this foxaura spell
Foxfire Prescience Feat 16 using two rounds, you gain the benefits of seven
Archetype different foxaura spells instead.
Prerequisites Foxfire Adept Dedication.
You fortify your mind with spiritual energy, focusing Rapid Foxfire Manifestation Feat 20
your inner eye onto that which has yet to pass. You Archetype
learn the foxfire prescience foxaura spell. Prerequisites Foxfire Adept Dedication.
You can draw your spiritual energy out at a moment’s
Rampaging Foxfire Feat 16 notice. You are permanently quickened 1. You can only
Archetype use this additional action to Cast a foxaura Spell, use
Prerequisites Foxfire Adept Dedication, Change a Foxfire Adept archetype action, or Strike using your
Shape with a fox alternate form. foxfire unarmed attack.
You’re able to transform into a vulpine manifestation
of raging spiritual energy. You gain the Rampaging Spiritual Wellspring Feat 20
Form ancestry feat as a bonus feat; if you already had Archetype
this feat, choose a different kitsune ancestry feat as Prerequisites Foxfire Adept Dedication.
a bonus feat. When you cast the nine auras stance fox Digging deep within your soul, you’ve learned to
aura spell, you can activate your Rampaging Form harness more spiritual energy then you ever dreamed
even if you’ve already expended its daily uses. Doing to rapidly manifest your fundamental foxfire abilities.
so doesn’t count as your daily use of Rampaging Form, Your nine auras stance foxaura spell becomes a foxaura
and the effects of all spells that your Rampaging Form cantrip, meaning it no longer costs Focus Points so you
counts as are heightened to half your level. Finally, can Cast this Spell at will.

13
Foxaura Spells Foxfire Chrysalis [two-actions] to 2 rounds Focus 5
Foxfire adepts can master the following focus spells Uncommon Concentrate Focus
by selecting the corresponding archetype feats. Requirements You must in nine auras stance
Duration until you leave nine auras stance
Foxfire Ball [two-actions] to 2 rounds Focus 4 Your body swells as you pool spiritual energy in your
Uncommon Concentrate Focus sternum, swaddling yourself in foxfire. You gain
Requirements You must in nine auras stance resistance and creatures you hit with an unarmed
Range 250 feet; Area 10-foot burst or larger Strike or who touch or Strike you with a non-reach
Duration 1 minute melee attack take damage. The resistance granted by
Saving Throw basic Reflex this spell as well as the damage done are are the same
You condense your spiritual energy from the tips of your type as the damage type dealt by your foxfire unarmed
fingers and toes inward towards your naval and release attack. The number of actions you spend Casting the
that energy through your palm as a massive sphere, Spell enhances its resistances and damage.
dealing 6d6 damage of the same type as your foxfire [two-actions] The resistance is equal to your nine auras stance’s
unarmed attack. Afterwards, you glow with light for status bonus and the damage is 3d6.
the spell’s duration, dealing damage of the same type [three-actions] The resistance is equal to twice your nine auras
as your foxfire unarmed attack to all creatures within stance’s status bonus and the damage is 4d6.
10 feet of you at the start of your turn. The amount of Two Rounds If you spend three actions finishing
damage done is equal to your nine auras stance’s status the spell and spend another three actions on your
bonus and has the aura trait. The number of actions you next turn to empower the spell further, the resistance
spend Casting the Spell enhances its area and power. is equal to half your level. If a creature attempts to
[two-actions] The burst’s area is 10 feet. Strike you or targets you with an action with a range
[three-actions] The burst’s area is 15 feet. of touch while you have this resistance, the attacker
Two Rounds If you spend three actions finishing the must succeed at a DC 6 flat check or the action fails. On
spell and spend another three actions on your next a natural 1, the attacker takes 1d4 persistance damage
turn to empower the spell further, the burst’s area is of the same type as your foxfire unarmed attack.
30 feet, its damage increases by 2d6, and the damage
dealt by the spell’s aura doubles. Foxfire Prescience [two-actions] to 2 rounds Focus 8
Heightened (+1) The initial damage, as well as the Uncommon Concentrate Emotion Focus Fortune
additional damage for the two round casting time, Requirements You must in nine auras stance
each increase by 2d6. Duration until you leave nine auras stance
You pool your spiritual energy into your mind’s eyes,
Foxfire Breath [two-actions] to 2 rounds Focus 2 awakening your crown. When you roll a d20 and get
Uncommon Concentrate Focus a failure or a critical failure, you can use a reaction
Requirements You must in nine auras stance to treat your degree of success as one step better (a
Area 10-foot cone or larger critical failure is a failure and a failure is a success). The
Duration 1 minute number of actions you spend when Casting this Spell
Saving Throw basic Reflex determines the number of times you can trigger this
You guide spiritual energy up from your throat and out ability before the spell discharges.
your mouth past your lips, dealing 1d8 damage of the [two-actions] You can trigger this reaction a number of times
same type as your foxfire unarmed attack. Afterwards, equal to your nine auras stance’s status bonus.
add your nine auras stance’s status bonus to your AC and [three-actions] You can trigger this reaction a number of times
Fortitude saving throws for the spell’s duration or until equal to twice your nine auras stance’s status bonus.
you exit nine auras stance. The number of actions you Once per turn, you can trigger this ability as a free
spend Casting the Spell enhances its area and power. action instead of as a reaction.
[two-actions] The cone’s area is 10 feet. Two Rounds If you spend three actions finishing
[three-actions] The cone’s area is 15 feet. the spell and spend another three actions on your
Two Rounds If you spend three actions finishing the next turn to empower the spell further, allowing you
spell and spend another three actions on your next to trigger this reaction any number of times during
turn to empower the spell further, the cone’s area is the spell’s duration as a free action. For the spell’s
30 feet and its damage increases by 2d8. duration, creatures within a 5-foot emanation of you
Heightened (+1) The initial damage, as well as the that aren’t your allies become immune to fortune
additional damage for the two round casting time, effects. This immunity ends when such a creature
each increase by 1d8. leaves the emanation and resumes upon reentry.

14
Foxfire Serenity [two-actions] to 2 rounds Focus 6 O Success: As a critical success, but the illusion or
Uncommon Concentrate Emotion Focus polymorph effect still appears solid and not as an
Requirements You must in nine auras stance overlay, so you don’t know what the subject is.
Duration Sustain O Failure: You don’t perceive anything unusual.
You draw your spiritual energy into your heart, guarding
yourself against the ravages of worldly attachments. Foxfire Tail Wreath [two-actions] to 2 rounds Focus 9
You apply nine auras stance’s status bonus to Will saving Uncommon Concentrate Focus
throws. If you are affected by certain conditions with Requirements You must in nine auras stance
a condition value, reduce the value of one or more of Duration until you leave nine auras stance
those conditions when you Cast the Spell and by an You funnel your spiritual energy into your tails,
additional 1 each time you Sustain it. The number of causing them to erupt into plumes of foxfire with
actions you spend Casting the Spell determines the motes of foxfire orbiting each. Choose two foxaura
number of conditions whose condition value is reduced spells that you know other than foxfire tail wreath or
and the amount those conditions are reduced by. nine auras stance. You gain the benefit of that foxaura
[two-actions] The spell reduces the value of one condition by spell that uses the chosen spell’s duration, such as
1: frightened or stupefied. the resistance granted by foxfire chrysalis or the aura
[three-actions] The spell reduces the value of two conditions granted by foxfire ball. This doesn’t cause any effects
by 1: clumsy, enfeebled, frightened, sickened, or of the spell that affects another creature or an aura.
stupefied. You can choose the same condition twice. The number of actions you spend Casting the Spell
Two Rounds If you spend three actions finishing the determines the potency of the chosen spells’ benefits.
spell and spend another three actions on your next [two-actions] Determine the chosen spells’ benefits as though
turn to empower the spell further, the spell reduces you had Cast the foxaura Spell using two actions.
the value of three conditions by 2: clumsy, enfeebled, [three-actions] Determine the chosen spells’ benefits as though
frightened, sickened, or stupefied. You can choose the you had Cast the foxaura Spell using three actions.
same condition twice, and you can use all three of your Two Rounds If you spend three actions finishing
choices to reduce the value of every condition on this the spell and spend another three actions on your
list by 1. Finally, you can discharge the spell to fully next turn to empower the spell further, determine
reduce one condition’s value to 0, ending the spell. the chosen spells’ benefits as though you had Cast
the foxaura Spell using three actions, plus another 3
Foxfire Sight [two-actions] to 2 rounds Focus 9 actions on your next turn.
Uncommon Concentrate Emotion Focus
Requirements You must in nine auras stance Foxfire Wave [two-actions] to 2 rounds Focus 2
Duration until you leave nine auras stance Uncommon Concentrate Focus
You shroud your eyes in spiritual energy, allowing you Requirements You must in nine auras stance
to perceive the impossible. While you are in nine auras Area 40-foot line or larger
stance, add your nine auras stance’s status bonus Duration 1 minute
to Perception checks. You also gain spirit sense as a Saving Throw basic Reflex
precise sense, which can sense any creature with a You draw spiritual energy along your spine, undulating
Charisma modifier. The number of actions you spend it into a ebbing and flowing wave from your palm,
Casting the Spell determines the sense’s range. dealing 4d6 damage of the same type as your foxfire
[two-actions] Your spirit sense has a range of 15 feet. unarmed attack. Creatures that fail their Reflex saving
[three-actions] Your spirit sense has a range of 60 feet. throw are pushed back 5 feet per point of status bonus
Two Rounds If you spend three actions finishing of your nine auras stance. They’re also knocked prone
the spell and spend another three actions on your on a critical failure. The number of actions you spend
next turn to empower the spell further, your spirit Casting the Spell enhances its area and power.
sense has a range of 120 feet and it can sense illusion [two-actions] The line’s area is 40 feet.
and polymorph effects. The GM attempts a secret [three-actions] The line’s area is 80 feet.
Perception roll against the effect’s spell DC if it’s a spell, Two Rounds If you spend three 3 actions finishing
Deception DC if it’s a creature ability, or a standard DC the spell and spend another three actions on your
of the effect’s level in any other circumstance. next turn to empower the spell further, the line’s area
O Critical Success: You perceive the illusion or is 200 feet and its damage increases by 2d6.
polymorph effect as a translucent overlay upon the Heightened (+1) The initial damage, as well as the
true appearance of whatever the effect is active on, additional damage for the two round casting time,
allowing you to determine what the subject is. each increase by 1d6.

15
Nine Auras Stance [one-action] Focus 1 Pawler
Uncommon Focus Stance Kitsune who dwell in rural and wild places often need
Duration until you leave the stance to defend themselves without returning to their original
You gather your spiritual energy and shroud your body forms, resulting in the creation of a martial arts style
in it, enhancing the potency of your foxfire unarmed designed to be used while assuming the guise of an
attack while protecting you from harm. While in the ordinary fox. Kitsune who practice this fighting style
stance, you gain a +1 status bonus to AC and the have many times across a myriad of cultures, but the
damage die of your foxfire unarmed attack increases most common is a portmanteau of “paw” and “brawler,”
by one step (1d4 to 1d6). resulting in the nickname “pawler.”
When you Strike using a foxfire unarmed strike, you Virtually every kitsune ethnic group that favors fox
can make a spell attack roll instead of an unarmed alternate forms has a variant of pawler traditions, as
attack roll if doing so is advantageous to you. do many that prefer humanoid alternate forms. In Tian
Heightened (2nd) When you enter the stance, Xia, rural Jinko kitsune living near the cursed spider
choose one of the following weapon traits: agile, forests of Shenmen rely on fox fighting styles to brave
deadly d8, forceful, nonlethal, or range 60 feet. the horrors within the woods while in Varisia, the
Your foxfire unarmed attack gains this trait until fighting style emerged as a means to best Chelexian
you leave the stance. inquisitors without revealing themselves. The Silvertails
Heightened (4th) When you enter the stance, choose of Numeria have the most intricate and famous fox
two of the 2nd-rank traits instead of one. The aura’s fighting traditions, however, as Silvertail kitsune spend
status bonus also applies to attack rolls you make nearly all their time beyond their underground villages
using your foxfire unarmed attack. in fox form and have learned to take down everything
Heightened (8th) When you enter the stance, choose from mechanical monstrosities to irradiated mutants
two of the 2nd-rank traits instead of one. TThe aura’s and more with nothing but their fangs and claws.
status bonus improves to +2 and also applies to attack
rolls you make using your foxfire unarmed attack. Pawler Archetype
Heightened (10th) When you enter the stance, Kitsune have access to this archetype, provided they’re
choose three of the 2nd-rank traits instead of one. able to assume a fox alternate form.
The aura’s status bonus improves to +3 and also Additional Feats 4th: Fox Stance (page 109),
applies to attack rolls you make using your foxfire Mobility; 6th: Attack of Opportunity, Sneak Attacker;
unarmed attack. 8th: Fox Pounce (page 109); 10th: Flurry of Blows

Pawler Dedication Feat 2


Archetype Dedication
Prerequisites Change Shape, Vulpine Armaments with
claws or jaws, ability to assume a fox alternate form.
You’ve trained to fight like a fox, using tooth and claw
to best your enemies. Your kitsune ancestry’s and
fox alternate form’s claws and jaws unarmed attacks
have their damage die increased by one step (d4 to
d6) and your reach is 5 feet while using Change Shape
to assume a fox alternate form. Whenever you gain a
feat or class feature that grants you expert or greater
proficiency in certain weapons, you also gain that
proficiency in unarmed attacks.
If you’re a kitsune, archetype feats from the Pawler
archetype that aren’t dedication feats count as kitsune
feats when determining the maximum number of tails
you can grow.

Pawler Brutality Feat 4


Archetype
Prerequisites Pawler Dedication.
You gain access to your claws and jaws unarmed
attacks’ critical specialization effect. Anytime you
Pawler

16
Strike using your claws or jaws and get a critical hit, Underfoot Flanker Feat 6
you can apply the critical specialization effect for the Archetype
knife group instead of the brawling group. Prerequisites Pawler Dedication.
Your scampering underfoot distracts larger enemies,
Vigorous Clamp-Down Feat 6 making an opening for your allies to attack. When
Archetype you’re assuming a fox alternate form and Feint a Small
Prerequisites Pawler Dedication, Titan Wrestler. or larger creature whose space you’re occupying, that
You’ve learned viciously wrestle with larger foes. You creature is flat-footed against all attacks your allies
can Disarm, Grapple, Shove, and Trip opponents while attempt against it until the start of your next turn
assuming your fox alternate form. When determining if you get a success or a critical success. This effect
which creatures you can Disarm, Grapple, Shove, or ends if you or the creature stop occupying the same
Trip while assuming your fox alternate form, you can space or you are blinded, dead, dying, immobilized,
treat your size as your original form’s size if it’s more paralyzed, petrified, stunned, or unconscious.
advantageous than your fox alternate form’s size.
Yip! [one-action] Feat 6
Pawler Ambuscade Feat 6 Archetype Auditory Emotion Flourish Mental
Archetype Prerequisites Pawler Dedication.
Prerequisites Pawler Dedication, expert in Deception. Range 30 feet; Target one creature
You easily outwit foes that mistake you for an ordinary You bark a startling yip, unsettling your foes as they
fox. You can always roll Deception for initiative if you nearly jump out of their skin. You Demoralize and Feint
are assuming a fox alternate form when the GM calls the target. Instead of attempting separate checks for
for an initiative check. On the first round of combat, if each action, attempt one Deception or Intimidation
you roll Deception for initiative and you are assuming check (your choice) and use the result to determine
a fox alternate form, creatures that haven’t acted are the effects of both actions. Then the target is immune
flat-footed to you. to your Yip! for 24 hours.

Pawler Underfoot Feat 6 EEEEEEEEE! [two-actions] Feat 10


Archetype Archetype Auditory Emotion Flourish Mental
Prerequisites Pawler Dedication. Prerequisites Pawler Dedication, Yip!.
You’re skilled at weaving past the blows of bigger foes Your yips are so piercingly loud that they command
with your smaller, more agile vulpine frame. While the attention of everyone around you. You Demoralize
you are assuming a fox alternate form, you gain a +1 and Feint all targets within 30 feet. Instead of
circumstance bonus to AC and Reflex saving throws attempting separate checks for each action, attempt
against triggered against you as a reaction by creatures one Deception or Intimidation check (your choice) and
that are at least one size bigger than you. You also use the result to determine the effects of both actions
gain a +1 circumstance bonus to Deception checks to against every creature within range. Then the target is
Feint creatures that are at least one size bigger than immune to your EEEEEEEEE! for 24 hours. A creature
you. These bonuses increase to +2 if you’re a master that is immune to your Yip! is also immune to your
in Deception and +3 if you’re legendary in Deception. EEEEEEEEE! and vice versa.

Sudden Pounce [two-actions] to [three-actions] Feat 6 Rampaging Fox Kaiju Feat 20


Archetype Archetype
Prerequisites Leaping Pounce, Pawler Dedication. Prerequisites Pawler Dedication, Rampaging Form.
You pounce on prey at a moment’s notice. You make a You can pool your spiritual energy into enhancing
Leaping Pounce. You can Feint the target of your Strike your prowess, transforming into an unbridled engine
instead of Striding or Leaping towards them, and you of fluffy destruction. When you use your Rampaging
can Stride, Leap, or Feint twice if you activated this Form ancestry feat, instead of gaining the benefits
ability using two actions or three times if you activated of the canine form of a 5th-rank animal form spell
it using three actions. If the Strike you used during you can choose to gain the benefits of the kaiju form
your Leaping Pounce was with your claws or jaws, of a 10th-rank nature incarnate spell instead. While
that unarmed attack gains the fatal d10 weapon trait. doing so, the fiery body effect you gain from this
Reduce the damage die of this trait by one step for transformation is heightened to 9th-rank. You appear
every size larger than you that the Struck creature is, to in this form as you otherwise would in Rampaging
a minimum of d6. Form, only enlarged to Gargantuan proportions.

17
Tailed Scion Basic Tailed Spellshaper Feat 4
Kitsune are wellsprings of spiritual energy, a trait Archetype
believed to be a facet of Daikitsu’s divine blessings. As Prerequisites Tailed Scion Dedication.
kitsune harness their spirituality or learn to properly You gain a 1st- or 2nd-level class feat that has the
wield magic, additional tails sprout to contain these spellshape trait. This feat can be from any class, but it
blossoming power. Developing enough spiritual power only applies its effects to tailed scion spell. You can’t
to grow multiple tails is fairly rare, but foreigners often use this spellshape feat to alter a spell that couldn’t
don’t realize this from hearing legends about kitsune, normally be affected by the feat.
which often make the growth of additional tails sound
inevitable. In truth, while many kitsune end up growing Shrouded Shape Change [two-actions] Feat 4
an extra tail or two over the course of their lives, Archetype
true tailed scions are rare because of the difficulty in Prerequisites Tailed Scion Dedication.
mastering potent magic and spiritual power. You wreath yourself in magic, producing a spell effect
Tailed scions exist among every kitsune ethnic group, as you alternate forms. You Cast a tailed scion or Spell
but they’re most common among Souko kitsune, who or a spell from a kitsune heritage or ancestry feat to
maintain the closest ties of their ancient spirituality. In Create a Diversion, then Change Shape. When you
many cases, blessings from the kami enable these kitsune Create a Diversion, you can substitute a spell attack
to acquire the spiritual energy necessary to transcend roll the action’s Deception check. If you do, the Create
into tailed scions, but just as many rely on hard work and a Diversion action gains the illusion trait instead of the
a lifetime of studying the lessons of Daikitsu and her auditory, linguistic, or manipulate traits.
Nine Bright Grains to harness their innate powers.
Advanced Tailed Spellshaper Feat 6
Tailed Scion Archetype Uncommon Archetype
Kitsune have access to this archetype. Prerequisites Basic Tailed Spellshaper.
Additional Feats Tailed scions can choose any You gain one class feat with the spellshape trait. For
kitsune ancestry feat as an archetype feat. the purpose of meeting its prerequisites, your level
in the feat’s class is equal to half your character level.
Tailed Scion Dedication Feat 2 The feat only applies its effects to tailed scion spells
Uncommon Archetype Dedication that could normally be affected.
Prerequisites Charisma +2, kitsune. Special You can select this feat more than once. Each
Your body possesses immense stores of spiritual time you select it, you gain another class feat with
energy from the growth of additional tails. You can cast the spellshape trait.
spells, gaining the Cast a Spell activity. You’re trained
in spell attacks and spell DCs and your key spellcasting Polymorph Polymath Feat 6
attribute for tailed scion spells is Charisma. You gain Archetype
a spell repertoire with two common cantrips of your Prerequisites Tailed Scion Dedication.
choice; these can be from the divine or primal spell You’re able to Cast Spells while assuming different
lists, but you choose whether your tailed scion spells forms. You can Cast tailed scion Spells and spells
are divine or primal spells when you gain this feat. from kitsune heritages and ancestry feats while
Additionally, your spell repertoire has a number using Change Shape to assume alternate forms that
of spell slots equal to the number of non-dedication normally can’t Cast Spells, such as a fox form. You don’t
tailed scion archetype feats you have, up to a maximum need hands to cast those spells and can substitute
equal to half your level. These spell slots have a rank appropriate gestures for your new form for those of
equal to the number of tails you have or half your level, your original form, such as chasing your tail instead of
whichever is lower. When you gain a spell slot, you also making somatic gestures. If a spell requires a locus or
learn one divine spell from the tailed scion spell list, component that is merged into your body, you retain
which includes all common spells (except focus spells) the ability to access and consume those components
with the illusion, mental, or polymorph trait. The spell’s normally, though they don’t emerge from your body
rank must be equal to or lower than the spell slot’s when you do so.
level and it’s heightened to half your level when cast.
If you’re a kitsune, archetype feats from the Tailed Bright Grains Genjutsu Feat 8
Scion archetype that aren’t dedication feats count as Archetype
kitsune feats when determining the maximum number Prerequisites Tailed Scion Dedication.
of tails you can grow. You’ve mastered the ancient art of casting rituals. You

18
Add any innate spells you have from a kitsune heritage
or ancestry feat to your spell repertoire, meaning you
can cast them using your spell slots and their rank
is heightened to half your level as described by the
Tailed Scion Dedication feat.

Expert Tailed Spellcasting Feat 12


Archetype
Prerequisites Tailed Scion Dedication, three or more
tails.
You are an expert in spell attacks and spell DCs.

Efficient Genjutsu Feat 14


Archetype
Prerequisites Bright Grains Genjutsu.
You can perform genjutsu in less time. You can cast
any ritual you’ve learned with Bright Grains Genjutsu
in half the usual amount of time, rounded up; if it takes
1 or more days to Cast the ritual, you can cast it in an
equal number of hours. If this results in a ritual longer
than 8 hours, you split the ritual between multiple
days, as normal for a ritual.
When casting a ritual, you can substitute any
skill check you’d normally need to attempt with
a Deception, Diplomacy, or Intimidation check.

Kitsunetsuki Feat 16
Archetype
Prerequisites Tailed Scion Dedication.
You can project your spiritual energy into
others, usurping their bodies. Add possession to
your tailed scion spell repertoire.

Master Tailed Spellcasting Feat 18


Archetype
Tailed Scion Prerequisites Expert Tailed Spellcasting, six or more
tails
You are a master in spell attacks and spell DCs.

learn two uncommon rituals with a level no higher Legendary Tailed Spellcasting Feat 20
than half your level; you must meet all prerequisites Archetype
for casting the ritual to choose it and at least one of Prerequisites Master Tailed Spellcasting, nine tails
them must have the illusion, mental, or polymorph You are legendary in spell attacks and spell DCs.
trait. At 12th level and every 4 levels thereafter, you
learn another uncommon ritual with a level no higher Supreme Genjutsu [three-actions] Feat 20
than half your level. You can cast these rituals as the Archetype
primary caster, but you can’t teach them to anyone Frequency once per day
else or allow someone else to serve as primary caster Prerequisites Efficient Genjutsu.
unless they know the ritual as well. You can produce genjutsu in a blink of an eye. Choose
one ritual you’ve learned using Bright Grains Genjutsu
Ancestral Scion Magic Feat 8 and cast it. When doing so, you must replace all skill
Archetype checks attempted as part of the ritual with Deception,
Prerequisites Tailed Scion Dedication. Diplomacy, or Intimidation checks (your choice). You
You can fuel your ancestral magic with spiritual energy. still pay the ritual’s cost normally.

19
Daikitsu
The Lady of Foxes Sacred Colors red and white
Areas of Concern agriculture, craftsmanship, kitsune, rice Divine Ability Dexterity or Intelligence
Realm Nirvanna Divine Font heal
Allies Abadar, Desna, Irori, Nalinivati, Qi Zhong, Shelyn Divine Sanctification can choose holy
Enemies General Susumu, Lady Nanbyo Divine Skill Crafting
Relationships Nalinivati (rumored lover), Nine Bright Domains change, creation, family, nature
Grains (attendees, possible children) Alternate Domains travel, trickery
Temples shrines and temples near roadsides and fields, Cleric Spells 1st: pest form; 2nd: humanoid form; 5th:
in cities near places where common folk dwell, and illusory scene
near natural sites like forests and mountains. Favored Weapon flail
Worshipers crafters, farmers, kitsune, sex workers Avatar When casting the avatar spell, a worshiper of
Edicts Ensure the harvest’s health, perfect a craft or trade, Daikitsu gains the following additional abilities.
leave foxes offerings, celebrate the changing of seasons. Daikitsu Speed 50 feet, fly Speed 50 feet; Melee [one-action]
Anathema Mistreat your tools, refuse giving alms to the claw (agile, fatal d8, finesse, unarmed), Damage 6d6+6
poor, discriminate against sex workers or the lower class. slashing; Ranged [one-action] foxfire (fatal d8, range increment
Sacred Animal fox 100 feet), Damage 6d6+3 cold, electricity, or fire.

Among Tian Xia’s most influential deities due


to her association with rice, a staple crop for
the people of the Dragon Empires, Daikitsu
is a goddess of contradictions whose chief
areas of concern juxtapose the natural with
the industrial. Worshiped by mortals because
her gifts of agriculture and craftsmanship bring
prosperity, she is also highly regarded among kami and
is often given the title of Okami, or Great Kami. As such,
she is the intersection of modernism and traditionalism,
of nature and civilization, and of the material and the
spiritual. Rather than opulent temples, Daikitsu is
worshiped humbly in simple community shrines where
people from all walks of life come together to leave her
offerings of rice and daikitsuzushi, praying for everything
from bountiful harvests to inspiration in their artistry
and economic prosperity.
Thought to be as ancient as Golarion itself, Daikitsu
is the most skilled shapeshifter in existence. Such is her
skill that depictions of the Lady of Foxes include every
animal and ancestry imaginable, gendered as male,
female, both, or neither. According to her sacred
text, the Record of Material Matters, Daikitsu as at
least as old as Abadar and Sarenrae, having fought
beside both against the Rough Beast, yet in
those ancient times she was a wild goddess
of nature, untouched by civilization until a
ceaseless night fell upon the land. As darkness
choked like, Daikitsu sought counsel in nine
fox spirits, and from each learned a virtue—
amity, conduct, diligence, enlightenment,
generosity, honesty, patience, resolution,
Daikitsu

20
and wisdom. Soon after, the darkness rescinded and Daikitsu set to work,
sowing the fox spirits who taught her, the Nine Bright Grains, across the world
where they grew into vast forests that provided for the people who suffered
during the Age of Darkness. In kitsune versions of the text, it was at this point
when Daikitsu invented a new shape—the shape of the first kitsune, which she
uses to this day. She taught this shape to her Nine Bright Grains as she sowed
them to the winds, where they took root and grew the first kitsune to enjoy
the vast forests that Daikitsu had provided for them.
Unlike many deities, who interact with mortals exclusively through servitors
and intermediaries, Daikitsu has been known to leave the wilds of Nirvana
to explore the Material Universe and interact with its denizens. Befitting
the legend of her shapeshifting, Daikitsu does so while in an unassuming
shape, such as an elderly person or a common fox; she is all too aware that
mortals are unlikely to reveal their true selves to those they deem greater
then themselves, after all. Those who please Daikitsu are often rewarded
with clever insights or serendipitous inspirations, but just as often the Lady of
Foxes imparts divine enhancements to such individual’s equipment or blesses
them and their harvest with fertility and fecundity. As a result, it’s customary
across Tian Xia to leave small offerings of rice or sake to wild foxes in hopes
that Daikitsu takes note.

Divine Intercessions
Daikitsu offers gifts seemingly at random to those who please her and curses
those who deny the personhood of others or petition her for personal gain.
Minor Boon: Daikitsu rewards productivity. When you Earn Income, Craft, or
Repair and get a success, you get a critical success instead. If you roll a critical
success, increase the amount of money earned or reduce the price of any raw
materials you need to supply by 50%.
Moderate Boon: Daikitsu sends a white-furred fox to befriend you. This
acts as a fox familiar with the speech and manual dexterity familiar abilities, She of Many Shapes
using its tail as a pair of hands. These count against the familiar’s normal pet, According to some stories, Daikitsu
familiar, and master ability limits. created all polymorph magic as a
Major Boon: Daikitsu allows you to dance between shapes. You gain the gift to any who would be discontent
Change Shape action, as the kitsune ancestry. You can use Change Shape with the shape given unto them by
to assume a fox alternate form. If you’re a kitsune, you gain a fox or tailless the fickle whims of gods or nature.
alternate form of your choice. Many who don’t feel a kindship with
Minor Curse: Daikitsu afflicts you with inexplicably bad luck. Any time you the ancestry or gender assigned to
are affected by a fortune effect (including when you spend Hero Points), you them at birth find their way into
must succeed at a DC 5 flat check or the effect fails, wasting any resources. Daikitsu’s skulk, praying to the
Moderate Curse: Daikitsu causes the land’s bounty to roil your mortal coil. Lady of Foxes for the change she
You are sickened 2 for 2d4+1 hours after eating a meal that includes food promises. In this pursuit, Daikitsu
grown by a farmer or any drink other than water. You can Retch to reduce the provides. The original formula for
condition’s value(DC 20). Doing so causes you to count as not having eaten or rebirth potions is said to have been
drank the meal or beverage that sickened you for the purpose of determining gifted to alchemists by Daikitsu, and
whether you are starving or dehydrating of thirst. she often leads those questioning
Major Curse: Daikitsu twists your shape in hopes of giving you a change their shape to discover it.
in perspective. You are transformed into a common fox in body (but not Daikitsu is also a goddess who
mind) for an unlimited duration. You replace your ancestry, heritage, and practices as she preaches, having
ancestry feats with a fox ancestry, using the following statistics: Hit Points no fewer then 27 separate aspects
5; Size Tiny; Speed 35 feet; low-light vision; jaws (agile, finesse), Damage 1d6; worshiped by mortals across
Leaping Pounce (as a red fox); High Jump as a bonus skill feat. In addition, Golarion and beyond. The best
you retain your original ancestry’s traits and gain the animal trait, and you known of these is Psinwinyan, the
Strength modifier is reduced by 4. This isn’t a polymorph effect, so effects that Lady of Tall Grasses worshiped by
counteract or end polymorph effects can’t return you to your original shape. Duzahe and Mde kitsune in Arcadia.

21
22
Kitsune of Arcadia
Yonder Flower was paralyzed with fear. The troll was as Kitsune are either an uncommon sight in Arcadia or
ugly as he was terrible, a mountain of flesh that made completely absent from life on the skymetal-ridden
the very grass quiver as it moved. Teeth gnashing, claws continent depending upon where you ask. Here, kitsune
glinting, belly rumbling, it crept towards the Degasi hail from the mysterious Chankani Woods in the Land
boy, licking its teeth with its long, rolling tongue as it of Northern Lakes, which they claim was once part of
grinned at the thought of gobbling him whole in one bite. the Forest of Spirits during the Age of Legends when
That’s when thunder roared across the Deadshot Lands. the wood covered the world. Although most Arcadian
Yonder Flower covered his ears at the sound. The troll kitsune still live in the Chankani Woods today, the
turned in curiosity at first, quizzically looking around forest’s inhabitants are fierce isolationists and refuse
for the source of the noise before pain registered what to allow outsiders to see them, let alone consort with
Young Flower’s nose already knew. Someone had shot them. As a result, Arcadian kitsune are better known for
the troll, and the behemoth’s blood now burned literally. brandishing beast guns in the Deadshot Lands, where
A fox stood tall from the brush, grinning as he pointed they’ve embraced a culture of nomadic heroism as their
his beast gun at the monster’s heart and clicked. communities wander from place to place, doing what
good they can before disappearing into the rising sun
—Yonder Flower and the Terrible Troll without warning when the job’s done.

Mde the Illani Plains and the Deadshot Lands, prevalent to


Forest-dwelling kitsune that have lived in the Chankani the southernmost tip of the Arcadian continent. Known
Woods since the Age of Legends, the Mde have next for rolling into settlements unseen, canvassing for local
to no contact with the nations of Arcadia due to an problems, and solving them by friendship and gunfire,
old legend that claims the people of the Lands of the Duzahe kitsune are renowned monster slayers and are
Northern Lakes torched their treetop villages during a said to possess ancient rituals capable of transforming
terrible famine. Ever since, Mde kitsune have used their the husks of the monsters they slay into the beast guns
ancestry’s trademark cunning and trickery to fool the that their people are famed for. Designed to be erected
people of the Land of Northern Lakes into forgetting and disassembled in mere hours, a Duzahe encampment
they ever existed, their agents skulking into human is a cherry place filled with semi-permanent domed
settlements and skillfully rerouting their trade routes dwellings erected from fastened mats of leather, reeds,
away from kitsune villages, spreading superstition and and bark over a framework of transportable poles. These
stories about their lands, and influencing public policy mats are carefully decorated with the accomplishments
to ensure that outsiders have as few opportunities of the family who dwells there during ceremonies
as possible to encounter a kitsune. This strategy has extolling the good work of the family.
allowed Mde villages, built high upon the trees and Nations: Briarbough, Crownpeaks, Halana Theocracy,
painted with the history of their families in the form Illani Plains, Innazpa, Nalmeras, Razatlan, Tazuni, Xopati
of an ever-expanding tapestry recorded upon their Settlements: Gujaraldi (Xopati), Rookery (Halana
people’s generational homes, to know unrivaled safety Theocracy), Tlacalxia (Razatlan).
and prosperity throughout Arcadia’s tumultuous past.
Nations: Deadshot Lands, Degasi, Illani Plains, Land of Foreigners
Northern Lakes. In addition to native Mde and Duzahe kitsune, Arcadia is
Settlements: Anchor’s End (Cheliaxian Colony), also home to the following ethnic group.
Briarbough (Deadshot Lands), Degasi (Degasi),
Elesomare (Andoran Colony), Segada (Degasi), Port Rengo
Valen (Independent Colony), Three Craters (Land of Native to Avistan, Rengo kitsune are rarely found living
Northern Lakes). in small numbers in Avistani colonies. They typically
assume Chelexian, Taldan, or Ulfen tailless forms.
Duzahe Nations: Degasi.
Descending from Mde kitsune who left the Chankani Settlements: Anchor’s End (Cheliaxian Colony),
Woods after catastrophe struck their people, the Duzahe Elesomare (Andoran Colony), Port Valen (Independent
are nomadic do-gooders who roam the lands west of Colony).

23
Duzahe Kitsune
Physical Appearance Shape Changing
Somewhat lanky with bristly fur, Duzahe have long Duzahe kitsune have no preference between fox
tails and digits, sharp, pointed noses, and wide, bright and tailless alternate forms, though most kitsune
eyes ranging in shades of blue and green. Most Duzahe with tailless forms take the guise of orcs, humans, or
are short for kitsune but their tails are slightly longer dromaars—people of mixed human and orc ancestry,
than average, meaning their tails tickle the tops of due to the prevalence of orcs in the Deadshot Lands.
their ankles when they’re relaxed. Though their fur is
countershaded like most kitsune, Duzahe tend to have Popular Edicts
brighter, warmer shades at the tips of their digits. O Be as honest with others as they deserve.
O Honor the terms of a duel that you agree to the word.
Table: Rengo Pigmentation O Strive to leave everywhere better than you found it.
Body Part Pigmentation
Body, Limbs, Tail Fur lllllll Popular Anathemas
Chest, Neck, Groin Fur llll O Attack a weak, defenseless, or unarmed opponent.
Tail Tip, Inner Ear Fur lllllll O Damage your gun or treat it poorly.
Eye Color llllll O Go back on the letter of your word.

History & Homeland upholding the Star Code. Upon arrival at a place in need,
Native to the Illani Plains in Arcadia’s Deadshot Lands, the community sets up camp a distance away so as not
the Duzahe kitsune claim to have been the first of their to arouse attention, then begins the work of gathering
people to leave the Chankani Woods, wandering west resources and scouting for tasks to accomplish. While
across Arcana until settling in their modern homeland. some Duzahe certainly accomplish with separate teams,
Accounts are vague regarding when the Duzahe left, hunting game, gathering crops, and skulking through
why, and whether they were once part of the Mde that settlements for loose lips and lore, many communities
call the forests their home. Mde accounts don’t speak kill two rocs with one boulder by providing labor and
of any mass exodus from the Chankani Woods, so Mde other simple services for the locals, earning coin and
historians believe that if any relation exists, its likely that good will while hearing the latest scuttlebutt. After a
the Duzahe are the descendants of the kitsune whose day and a night of scouting, the Star Captain charts a
homes were lost to Mahwek arson during the famines course of action for the community to follow and sees
of the Age of Darkness, although just as many stories it through. While Duzahe have been known to dispense
claim that the Duzahe may have migrated from their own vigilante justice in the places they visit, they also serve
forest far to the west of the Chankani Woods. Either way, others as doctors, guards, defenders, whatever they
the oral histories of the Duzahe begin during the Age need to accomplish to provide assistance. And once
of Destiny, as do tales about them from less secretive they’ve determined that the locals are better off then
Arcadian cultures. Inspired by the stories and songs of when they arrived, the Duzahe depart into the sunset,
the Arcadians they met along the way, legend claims that leaving the name of their community behind so each
the migrating Duzahe were saved from certain doom by soul helped grows the community’s legend in turn.
a wandering law-keeper who refused to give their name, Not all seasons are meant for questing, however.
claiming that the kitsune owed them, “Nothing, least Duzahe follow every season of wandering with a season
of all recognition,” for doing what’s right. Generations of rest, complete with a new captain whose job is to
later, Duzahe remember this hero as “No Name” and plan communal hunts to keep everyone’s skills sharp as
honor most of their virtues—those of the Star Code of they recover for a spell. These hunts vary from year to
those who claim one of Arcadia’s legendary star guns. year but are usually goal-oriented, focusing on acquiring
Ever since, the Duzahe are been nomadic warriors, new supplies and resources for the next season.
wandering the western expanse of Arcadia in search Multiple communities will occasionally work together
of adventure. Organized like war camps, each season in such endeavors, planning grand expeditions with the
the community delegates one adult among them to community who returned with the most spectacular
be their Star Captain, a leader who’s duty is to lead quarry, as judged by either quantity or quality depending
the community in search of greatness and glory while on the year, being celebrated with feast and song.

24
Culture Dress
Duzahe culture possesses a flair for the dramatic that Duzahe culture is all about personal flare, especially as
exceeds that of nearly every other kitsune culture. While it pertains to dress. Most wear leather skins consisting
flamboyant, this has ensured that the Duzahe show up of breeches and a jacket lined with trophies taken
in nearly every Arcadian nation’s history at some point. from successful hunts and missions—a Duzahe may
choose to line their clothing with feathers taken from
Art a particularly viscous cockatrice they slew, sew scales
While Duzahe have little in the ways of painting or sheared from a hydra they defeated onto their jackets,
sculpture, their nations are anything but void of artistic ties bits of bone to a cord to wear around their necks, or
expression. Most Duzahe artists create upon necessity, turn a skinned warg pelt into a hat. Few care for jewelry
painting intricate patterns on their temporary homes made from precious metals and stones, believing that
and styling personal items like blankets, pottery, and such trinkets don’t have the same value as something
similar necessities with all manner of art. In this way, that remains one of personal victories. Duzahe don’t
the Duzahe invest artistic effort into things that make make a distinction between clothing for people of
sense for the community to carry around with them. different genders, and manta draped around the lower
body like a skirt is a popular autumnal or spring style for
Celebrations and Holidays Duzahe kitsune of all body types. During the warmest
While Duzahe celebrate births, seasonal changes, and months, most Duzahe kitsune eschew all clothing that
other occasions, none are as beloved by the people as isn’t needed to keep them decent, amused with how
the Feast of the Hidden Paw, a rite in which a Duzahe minimalism can be most memorable to the tailless.
earns the privilege of acting as a Star Captain for their
community. Doing so requires a paradoxical task for a
culture so largely in favor of firearms—skulk towards
an opponent in the midst of battle, take something
from their person, and return to their comrades
without sustaining any injuries. After all, shooting a
mark isn’t impressive to a Duzahe—any kit can stuff
a bullet down a barrel and pull a trigger. Instead,
taking risks and standing one’s ground while disarmed
are far more admirable traits in a leader in a Duzahe
community. Anyone who completes this task is given a
song in their honor and a fast in their name, provided
the feat is attested by one’s compatriots. Those who
succeed have their song recorded by the community’s
talekeepers to be sung during special events,
especially cross-community hunts, and while there’s
no scarcity of conflict for a young Duzahe to use
to complete these trials, many elect to travel to
more tumultuous lands both nearby and across the
Azlanti Ocean to earn the right to lead their people.

Cuisine
Duzahe cuisine is piecemeal compared to most other
Arcadian cultures, featuring a variety of foods and
culinary techniques from the places they’ve helped.
This includes fare from the Deadshot Lands and the
Primal League, Old Razatlan, Salt Stretch, and the Lands
of Second Souls. Most Duzahe meals are designed to
be easily prepared while traveling and feature a large
number of stews using native vegetables like maize
and potatoes, as well as whatever meat they happen
across on their travels. And although most Duzahe
communities don’t have the means to brew beer on
the go, they’re known for having a taste for hops.
Duzahe Do-Gooder

25
Population and Hierarchies
Ladies of the Crossed Roads It’s difficult to judge the price population of Duzahe
Duzahe culture doesn’t emphasize religion much, even kitsune due to their nomadic lifestyle, moving from
that of Psinwinyan, Daikitsu’s Arcadian aspect. While a place to place. A typical Duzahe community consists of
community might offer the Lady of Wild Rice an offering about a hundred to three hundred individuals, each of
of maize or her namesake crop upon setting up or which belongs to one of six thousand Duzahe nations.
breaking down their temporary lodgings, the Duzahe
believe that worship is better embodied by deed than Technology
by prostration. Religious Duzahe typically follow the Technology is a core part of Duzahe life, as most are
Ladies of the Crossed Roads, a pantheon consisting of taught that their people owe a debt to the legendary
four goddesses involving the cardinal directions: Desna, hero that spared them from a horrendous monstrosity.
the Lady of Long Grasses; Kazutal, the Lady of Broken Duzahe inventors have studied with many of the
Chains; Psinwinyan, the Wild Rice; and Sarenrae, the greatest minds in Arcadian innovation, from the gun
Lady of the Rising Sun. Those faithful to the Ladies smiths of the Crownpeaks to clockwork machinists
believe they are guided by Sarenrae’s blazing sun by day secreted away across the continent, bringing back
and Desna’s stars by night, nourished by Psinwinyan, and their expertise to their people. Beast guns are the
are protected by Kazutal as they wander the lonely road. most famous among the many Arcadian marvels that
Edicts Take solace in nature, sow kindness and raze various Duzahe claim to have constructed, although
the cruel of heart, favor the path found by few. such claims are dubious due to records of the
Anathema Take advantage of someone, avoid weaponry’s existence predating the Duzahe.
whatever work needs to be done, harm the innocent.
Pantheon Members Desna, Kazutal, Psinwinyan, and Traditions
Sarenrae. Most Duzahe kitsune follow these social customs in
addition to those unique to their community.
Devotee Benefits Birth: Duzahe kitsune believe that the first thing
B Divine Ability Wisdom, Charisma a newborn kit should see is the sky, so most choose
B Divine Font heal to birth their children someplace with the sun shining
B Divine Skill Survival or the stars twinkling above. Traditionally, a star
B Favored Weapon pistol shaman accompanies the parents and midwife to
B Domains Nature, Protection, Star, Sun witness the child’s birth, determining the child’s birth
B Alternate Domains Freedom, Travel using aeromantic or astromantic techniques to peer
B Cleric Spells 1st: tailwind; 2nd: animal form; 4th: fire at the cloud formations or constellations above the
shield. child at the moment they first saw the sky, using this
to provide them with their first name. Kits tend to
carry this name with them until their 13th summer, at
which point the kit chooses an occupation within the
Language & Dialect community and shadows an adult as they complete this
Duzahe prominently speak Razatlani, Arcadia’s task. Once the child has learned all that their mentor
most widely spoken language, in several different feels necessary, they’re instructed to perform the job
dialects. Most commonly, they speak whatever dialect themselves. If the child is able to do so on their own
of Razatlani is most prevalent in the regions they to their mentor’s satisfaction, they are permitted to
roam, sometimes learning other local languages to give themselves their adult name. A child who doesn’t
make going on their legend hunts easier. In private, undergo this rite of passage remains a child in the eyes
many Duzahe also speak Duzahe, a Razatlani dialect of the community no matter how much they’ve grown,
belonging to the same linguistic family as the Mde and is referred to as such until they’ve earned another.
dialect as it was spoken thousands of years ago, but The Honor of a Fox: Even Duzahe who don’t wield
with what Mde might call a “western human accent.” star guns abide by the Star Code, edicts for any who
Most of the tonal intricacies of the Mde dialect wield the most powerful of Arcadia’s weapons. These
drifted out from Duzahe use, however, so while Mde tenets include never attacking an unarmed opponent,
and Duzahe kitsune can understand each other when giving parley to the weak who request it, eschewing
conversing in their respective dialects, Mde are prone deceit, honoring the terms of a duel, respecting one’s
to misinterpret Duzahe speech due to perceived tonal star gun, and at least a dozen more. Just as the actual
meanings that the Duzahe never intended, much to the Star Code varies from telling to retelling, so too do
Duzahe kitsune’s chagrin. Duzahe have their own additions and interpretations.

26
Most notably, the Star Code’s stance on deceit is one of hoard of legendary weapons. In truth, the majority of
debate among most. As shapeshifters, some might say Duzahe kitsune forge their beast guns with the same
that duplicity is in kitsune nature, and so most Arcadian techniques that are found across Arcadia, hand-sculpting
kitsune agree that the Star Code couldn’t possibly the corpses of the monsters they defeat into powerful
mean to forgo all forms of deceit. Instead, Duzahe weapons. Fewer than one in fifty Duzahe communities
interpret this as excluding deceit used to protect the possess even one of these legendary weapons, but all
weak or defeat those who are themselves in defiance Duzahe kitsune decorate their personal weapons in a
of the Star Code. And since most Duzahe kitsune follow manner that’s evocative of these legendary firearms
the Star Code but do not possess star guns of their in hopes of intimidating their foes into surrendering
own, they interpret the Code as binding everyone with at the mere sight of the false firearm. Those Duzahe
power, regardless of the form that power takes. To a who actually carry beast guns are often leaders of their
Duzahe, the power of the state is as much a weapon in communities that have been Star Captains dozens of
the hands of a despot as a gun in the hands of an outlaw times, often striding into battle alone to fell the most
and is in equal violation of the Star Code. dangerous opponents using their unusual armament.
Beast Gunsmithing: Although they’re far from the While stories of Duzahe kitsune boasting innumerable
only wielders of the famed beast guns, the Duzahe beast guns are false, the tall tales about their people
kitsune possess a special ritual by which the casters being able to cast rituals that forge new beast guns are
can transform a slain prey into a new weapons for the just that—tall tales possessing a kernel of truth to them.
community to wield. This rite is typically performed In the Deadshot Lands there resides the Star Forger,
only once per season, during the Night of Dry Tongues a kitsune gunsmith who has said to have completely
following a co-community hunt. During the Night, mastered the art of gunsmithing. More importantly,
the hunters regale each other with tales regarding the Star Forger possesses a star orb that contains wisps
the creature they hunted, the more outlandish the of memory from every Star Forger before them, and
better. At the end of the night, the hunter with the through invoking a wild ritual requiring no fewer than
most impressive combination of story and slain beast a hundred Duzahe dancing in tandem, the Star Forger
is approached by the Dry Tongues, kitsune ritualists is said to be able to summon the spirits of the Duzahe
capable of transforming corpses into beast guns. The gunsmiths from their star orb in a dizzying dance of
ritual requires a simple firearm and the carcass of the craftsmanship that constructs a beast gun for one whom
creature to be transformed, and once gathered the the Star Forger deems worthy of the honor. Receiving
beast gun crafters perform a special ritual wherein such an honor is no easy task, and it’s said that the first of
the crafters assemble the gun amid a throng of a dozen trials is to find the Star Forger in the first place.
kitsune, traditional throat-chants filling the night as a
fire rages between them. Once the firearm has been New Firearm Feats
assembled, it’s thrust inside of the trophy carcass as Characters with access to firearms, such as those from
the chants stop, the evening growing still and quiet as Arcadia or Alkenstar, have access to these feats.
the ritualist whispers a single word into the ear of the
slain beast. Before the eyes of those in assembly, the Picaroon Feat 1
corpse writhes and twists, merging with the gun until Uncommon Swashbuckler
all that remains is a new beast gun that is presented to Prerequisites precise strike.
the person who slew the carcass. You’ve learned to apply your flashy techniques to
pistol shots as easily as melee attacks. When you have
Firearm Foxes panache, you apply your precise strike damage on
Duzahe kitsune are well-known for their use of beast ranged Strikes you make with one-handed firearms
guns, a type of firearm that’s made from the carcass of a within that weapon’s first range increment or 20 feet,
powerful monster. According to old stories, the Duzahe whichever is closer. This also allows you to make a
possess an ancient ritual that allows them to forge ranged Strike with a one-handed firearm for Confident
new beast guns with ease, a secret that affords every Finisher and any other finisher that includes a Strike
member of every Duzahe community with a mighty that can benefit from your precise strike.
weapon whose power is rivaled only by its uniqueness.
Such legends are wildly exaggerated, but the Duzahe Leading Bluff [one-action] Feat 4
go out of their way to stoke the wildfires of such tall Flourish Ranger
tales, as they recognize that their ability to do good and Prerequisites outwit hunter’s edge.
dispense justice is only enhanced if the villains of Arcadia You pull the barrel of your firearm in one direction,
believe them to be an army strong wilding a dragon’s attempting to provoke an ill-timed dodge to create

27
an opening. Feint the target, then Strike them using School of the Spellslinger
a crossbow or firearm. If your Strike is a success or Wizardry often intersects with the arcane arts in new
a critical success, you target them with Hunt Prey; and unexpected ways, where the clanging of steel
if the target is already your active prey, they take forged into firearms mirrors the song of spellcraft.
additional precision damage from the Strike equal to You likely studied the art of combining spells and guns
your circumstance bonus against that prey from your in the Crownpeaks, where gunsmithing is not just a
outwit hunter’s edge. craft, but a way of life. Wizards with access to firearms
also have access to this uncommon arcane school.
Leg ‘Em [one-action] Feat 4 Curriculum cantrips: ignition, sigil; 1st: fear, runic
Fighter Gunslinger Ranger weapon, sure strike; 2nd: blazing bolt, noise blast; 3rd:
You aim for your enemy’s knees or a similarly fireball, ghostly weapon; 4th: unfettered movement,
vulnerable spot to hobble their movement. If your weapon storm; 5th: impaling spike, scouting eye; 6th:
next action is an Assistive Shot using a one-handed mislead, truesight; 7th: contingency, true target; 8th:
crossbow or firearm and the Strike is a success or a pinpoint, quandry; 9th: detonate magic.
critical success, the attack deals nonlethal damage School Spells initial: spellslinger’s scope; advanced:
and the target becomes clumsy 1 and takes a –10-foot spell shot.
penalty to its Speeds for 1 round. These penalties last
1 minute if your Assistive Shot was a critical hit. Spellslinger’s Scope Focus 1
Uncommon Focus Manipulate Wizard
Roaring Retort Feat 4 Target one firearm
Uncommon Thaumaturge Duration sustained, up to 1 minute
Prerequisites weapon implement. You focus your firearm’s recoil, enhancing your
The crack of your gun is the final word in every heated accuracy. When you Strike using the target, substitute
exchange. When you use Implement’s Interruption a spell attack roll for an attack roll. Any save DC
to make a ranged firearm Strike, the Strike deals an required by the weapon uses your spell DC instead of
additional 2 sonic damage on a hit; on a critical hit, the your class DC; saving throws with a DC other than your
target is also knocked prone. This increases to 4 sonic class DC use their normal save DC. Additionally, you
damage if you have the implement’s Adept benefit can use the target’s first range increment as the range
and 8 sonic damage if you have its Paragon benefit. of any wizard spell you cast with a range of touch or 5
or more feet instead of the spell’s normal range.
Slipshot [one-action] Feat 4 Heightened (+4) Increase the number of the target’s
Flourish Gunslinger Ranger Rogue range increments that you can use when determining
Prerequisites Quick Draw. the range of your wizard spells by one (two at 5th
Your fast draw becomes exceptionally deadly. Make a level, three at 9th level, and so on, up to the maximum
ranged Strike using a one-handed crossbow or firearm number of range increments the target has). Unlike
against a target within the weapon’s first range Striking with the target, your spells don’t take any
increment. If your last action was to Quick Draw the penalty for casting at range increments after the first.
weapon you made the Strike with, the target is flat-
footed against the attack. If this Strike was made Spell Shot [one-action] Focus 4
during the first round of combat, roll your damage roll Uncommon Attack Focus Manipulate Wizard
twice and use the higher result. You enhance your firearm with magical power. If your
next action is to Strike using a ranged firearm, your attack
Strategic Shot Feat 4 deals an additional 2d6 force damage on a success, or
Investigator 2d10 damage on a critical success. You can change the
You can cause debilitating damage with maximum damage to any type of damage dealt by a wizard cantrip
precision. When you Strike a creature after Devising you’ve prepared, such as acid for caustic blast or piercing
a Stratagem and the attack is a success, the target or slashing for gouging claw. The weapon you made your
must attempt a Fortitude saving throw against your Strike with counts as a +1 weapon if it wasn’t one already.
class DC. On a failure, the target is either clumsy 1, Heightened (+1) Increase the additional damage
enfeebled 1, immobilized, or sickened 1 (your choice). dealt by your next Strike by 1d6.
Alternatively, you can roll your Strike’s damage Heightened (5th) The weapon you made your Strike
twice and use the higher result instead of choosing with counts as a +2 weapon if it wasn’t one already.
a condition. If the target’s saving throw was a critical Heightened (8th) The weapon you made your Strike
failure, you choose two of these options instead. with counts as a +3 weapon if it wasn’t one already.

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Bonded Boomstick Feat 1 At 4th level and every 2 levels beyond that, you
Wizard gain the formula for a common firearm or firearm
Prerequisites school of the spellslinger, staff thesis. ammunition of that level or lower.
You’ve experimented with the creation of magical During your daily preparations, you can create one
staves, yours are just a bit more volatile. Any staff you batch of 10 pieces of temporary firearm ammunition
Craft, including the makeshift staff you gain from your using a formula to know. If you have master proficiency
staff thesis, can be any firearm whose formula you in spell DC, you can two batches of ammunition, and if
know instead of a staff weapon. You can make ranged you have legendary proficiency, you can create three
Strikes with this staff as you would any other firearm. batches of ammunition. Any items you create this
This doesn’t alter any of the staff’s abilities or traits way become inert the next time you make your daily
unless they apply only to melee Strikes made with the preparations, ending any remaining effects they have.
staff, in which case they apply to ranged Strikes instead. A temporary piece of ammunition has no value.

Magical Munitions Feat 1 Way of the Spellslinger Feat 1


Wizard Wizard
Prerequisites school of the spellslinger. Prerequisites school of the spellslinger.
You can conjure magical projectiles for your firearms. You’ve mastered the art of the gun. You become
You can use the Craft activate to create bolts, bullets, proficient with martial firearms. You become an
and other consumables for ammunition used for expert in simple and martial firearms at 7th level and
firearms. You immediately gain the formulas for four gain their critical weapon specialization. At 19th level,
common 1st-level firearms and firearm ammunitions. you become a master in simple and martial firearms.

Mystic Reload [free-action] Feat 6


Manipulate Wizard
Prerequisites Magical Munitions.
You conjure magical ammunition into the barrel of
your gun. If your next action is to Strike using a ranged
firearm that’s affected by your spellslinger’s scope
focus spell, you can Interact to reload your firearm
with ammunition as part of your Strike, as though the
weapon had a reload entry of 0. You can only reload
your firearm with temporary ammunition that you
created using Magical Munitions.

Arcane Bombardment [one-action] Feat 12


Wizard
Prerequisites school of the spellslinger.
You’re able to shape the explosive power of
your guns into widespread destruction. If you
make a Strike using a ranged firearm that’s
benefiting from your spellslinger’s scope
focus spell before the end of your turn, it
affects a 15-foot wide, 60-foot long line
that originates from your space. Instead of
rolling an attack roll, anything within this area
attempts a basic Reflex saving throw against
your class DC or your spell DC, whichever is
higher. On a failure, a target takes damage as though
you had made a successful Strike against them using
the ranged firearm. Any additional damage added to
this Strike applies normally against all creatures that
it would normally apply against and is reduced by a
successful or critically successful Reflex save normally
(it isn’t doubled by a critical failure, however).
Duzahe Spellslinger

29
Mde Kitsune
Physical Appearance Shape Changing
Possessing short, rounded ears and muzzles that Mde kitsune use fox forms to skulk about the woods
blend neutral tones with flashes of white, Mde stand undetected and Mahwek human forms to keep an eye
slightly shorter than the average kitsune, although the on their dangerous neighbors. Younger Mde kitsune
hooked claws at the ends of their fingers and toes make sometimes have mixed Mahwek and Avistani features as
their digits slightly longer than average. Mde tend to their parents increasingly interact with foreigners.
have large, expressive eyes compared to the size of
their faces and their fur is dense, lacking much of the Popular Edicts
fluffiness seen in other kitsune ethnic groups. O Keep your ears listening and your eyes watching.
O Avoid telling strangers things they don’t need to know.
Table: Mde Pigmentation O Provide aid only to those worthy of it.
Body Part Pigmentation
Body, Limbs, Tail Fur llllll Popular Anathemas
Chest, Neck, Groin Fur lll O Bring an outsider into the Chankani Forest.
Tail Tip, Inner Ear Fur lll O Harm a fellow Mde or desecrate a Mde dwelling.
Eye Color llllll O Use fire carelessly or to burn someone’s possessions.

History & Homeland neighbors suffer. One by one, the Mahwek dreamed
Mde legends speak of a time when the great Forest of animals fat with meat, ovens bursting with bread,
of Spirits stretched across all of Golarion, it’s primeval and stores overflowing with crops, a bounty the Mde
magics encircling the world. For reasons unknown, the surely kept to themselves and did not share. Soon, the
great forest receded as the Age of Legends gave way people demanded that their leaders act, as so war bands
to the age of mortals, revealing vast plains scorching entered the Chankani Forest, stripped the kitsune’s
deserts, towering mountains, and other wonders still. granaries bare, robbed their stores and livestock, and set
But one grove of the once-great wood did not recede, what remained ablaze. Whether the fires were caused
and neither did its children. Called the Chankani Woods by accident or to sate an old grudge depends on the
by the kitsune who dwell there, this forest remains the tale, but all agree that Mde took the first sign of smoke
home of the Mde kitsune even now, hidden away on wafting above the treetops as a sign. By dawn, the Mde
Arcadia in the Land of Northern Lakes. had closed contact off with the outside world.
Few outsiders have ever been permitted within To their neighbors, it was as though the Mde vanished
the Chankani Woods, let alone a Mde village. Records into the morning fog. No matter how outsiders searched,
indicate that the kitsune were once much more open none stumbled upon another Mde village again save for
to visitors, offering their abundance of crops to the scorched remains of those that had burned. Some
neighboring peoples in time of famine and trading crafts wondered whether kitsune had ever dwelled on Arcadia
in open markets across Arcadia. Their generosity ended at all, and over generations the story of the Chankani
during the Age of Anguish, however, when a decades- Wood drifted from history to a cautionary folk tale about
long famine struck the Land of Northern Lakes. The the dangers of avarice. In truth, the Mde never truly
Mde kitsune offered what supplies they could spare left. Instead, they assumed the guise of humans and
to their Mahwek neighbors as they always had, but as integrated themselves among the Mahwek of Degasi,
the disaster continued crops failed, animals became wandering the streets, working, living, laughing, and
too emaciated to hunt, and berries too few in number loving among them in secret. Kitsune still dwell within
to pick. While the Mde toiled, the Mahwek leaned on the Chankani Woods—mostly kits, the elderly, and those
the kitsune for everything they could even as the Mde unable to assume a human alternate form. Those living
spared every spare grain, every spare bone with a morsel among humanity pass news, rumors, patrol schedules,
of meat clinging to every animal. and other happenings back home while working to
It was not enough. keep as many humans wary about wandering into the
The Mahwek became sure that the cunning foxes Chankani Woods as possible and subtly directing nearly
were hiding more then they shared, that they gave out all travel through the woods to ensure that humanity
of pity and a twisted enjoyment of seeing their human never steps food near their sacred homeland again.

30
Culture Cuisine
Behind magical shrouds and hidden unseen in the upper Wild rice is a crucial component of Mde cuisine, a
branches of their forest home, Mde culture is vibrant, sacred crop that feeds nations. Tending to the rice
alive, and always innovating. Theirs is a resiliency that crop is a full-time job for the Mde who stay behind
refuses to buckle at the hands of oppressors. in their villages, minding and hiding entire paddies
within the shores of the Northern Lakes. In addition to
Art rice, corn, and beans, fish are a crucial component of
From architecture to sculpture, Mde embrace artistic Mde cuisine, serving as their primary protein, though
expression in the form of homes that are lovingly many enjoy venison and rabbit too. Mde food is spicy,
painted with bright, geometric shapes and idyllic not hot, and features heavy use of fruits and berries
comforts like quilted blankets. Pottery especially is a grafted onto the trees where their villages are built.
crucial part of Mde culture with cultural and religious
significant. Not only do families keep traditional pots Dress
that they mark with the seals of their family members, As a people born with fur, the Mde view dress as art
but each pot is crafted with clay taken from the lakes first and a necessity second. During warmer months,
where wild rice is grown, so many Mde believe that they tend to wear only as much as needed to cover
pottery is an innovation of Psinswinyan. A typical sensitive parts of their bodies, favoring mantles,
Mde home is filled with pots emblazoned with the skirts, and simple breechcloth. During colder months,
geometric symbols of their friends and family, all trousers and mantles complement these outfits, as
lovingly intertwined into a greater pattern. Other
favored artistic expressions include painting, basket
weaving, and performing arts, with most community
members having dabbled in at least one of these.

Celebrations and Holidays


Most Mde holidays are in honor of Psinwinyan, the
Lady of Wild Rice and a regional aspect of the goddess
Daikitsu. As the Lady of Wild Rice, Psinwinyan is
depicted as a Mde woman with nine tails in traditional
garb, surrounded by her nine children ages 14 to 2,
each themselves a regional aspect of one of the Nine
Bright Grains. During one such holiday, the Festival of
Floating Lights, Mde gather at each of the Northern
Lakes within the Chankani Forest and light lanterns
with their foxfire that they float out onto the lake in
homes that Psinwinyan will bless the coming year’s
wild rice crop. This spectacle is well-documented
among local Mahwek humans, who believe that the
lights are the souls of vengeful kitsune spirits who
perished from famine thanks to Mde misinformation.
One occasion where the Mde cut loose from the
stress of growing rice and hiding their homes to
celebrate is Painter’s Morrow, a week-long event that
occurs at scheduled times across different villages
to ensure that the entire forest doesn’t descend into
messy chaos. During Painter’s Morrow, all the kitsune
in a given village sped a week repainting their village’s
homes and businesses. The choice of whether to renew
old colors or repaint lies with the individual based on
how they wish for the next year to proceed, and by the
end of the week the village usually celebrates with a
sling-paint brawl where adults and children load their
slings with bladders full of leftover paint and attempt
to douse each other with well-aimed tosses.
Mde Artist

31
their homes’ locations high up in the trees means Mde treetop village and see nothing more than the
that the winds strike colder, even for fur-covered branches of the Chankani Forest’s hundred-foot trees,
kitsune. As with their pottery and buildings, personal hearing nothing more than the silence of falling leaves
and family seals are burned into the leather of these and the swaying of ancient branches.
garments before being painted in a rainbow of colors,
some traditional and others based on preference Traditions
alone. Of course, when skulking about human lands Most Mde kitsune follow these social customs in
the Mde abandon their cultural dress in favor of that addition to those unique to their community.
of humanity, changing out of their human disguises at Birth: As with most cultures, birth is a time of
the earliest, safest opportunity. jubilation both for the parents and the entire village.
The young parents isolate themselves for nine days
Language & Dialect with their child, seen only by their immediate family
Mde kitsune speak Mde, a dialect of ancient Razatlani, who assist by bringing food, taking care of small tasks
the most common language on Arcadia. According to for the family, and providing respite for the weary
records, Razatlani was once the preferred language parents to eat, bathe, and sleep. After nine days have
of the Mde too before famine and arson forced them passed, the parents’ families host a reveal party where
to isolate themselves from the rest of Arcadia. Over the parents reveal the child’s name and pottery seal,
the centuries, linguistic drift resulted in a Razatlani providing each member of the village with a small
dialect with tonal elements based on the addition stamp with this seal for good luck. Over the next nine
of the emphasis of specific syllables within words. days, the community uses the new stamp to prepare
Specifically, tones emphasized are always ones that an assortment of clothing, dishes, and other small
resemble the yips, yaps, and screes of common foxes. items with this seal and present them to the family
When spoken properly, Mde is so linguistically distinct for the child’s Renewal ceremony, where an acolyte
from Razatlani that an untrained listener can tell the of Psinwinyan performs a traditional rite where the
difference, but skilled speakers of the Mde dialect child is dipped into a rice patty to receive the Lady
who can speak more traditional Mahwek Razatlani are of Wild Rice’s blessings. The acolyte then performs a
able to insert Mde’s tonal emphasis into other dialects divination technique where they read the wet strands
of Razatlani, allowing simple communication and self- of fur on the child’s brow, providing the child with an
identification as Mde for otherwise cautious kitsune. epithet believed to hold significance to their life.
Mde Vases: Pottery is an integral part of Mde
Population and Hierarchies culture, from its creation to the materials and
Despite being mostly regarded as a myth, Mde thrive techniques used to create it. Mde source the clay
across northern Arcadia, mostly in the Land of Northern for their pots from the Northern Lakes that led the
Lakes. Their census data estimates their populations region their name, dredging it up from the pristine
to number around 250,000 in total across tens of waters as their ancestors did before them. Although
thousands of small villages, though roughly half of that the techniques for shaping the clay are consistent
population skulks among humans across the Land of among communities, each village has its own style
Northern Lakes, especially Degasi and the other nations for elements like shape and design which is further
that founded the Segada Protocol. Segada in particular customize with unique geometric patterns that are
boasts many Mde in disguise, using the colony’s foreign passed down throughout the generations. Young
population to hide in plain sight. Mde incorporate their own symbols to the pattern
as they grow older and more experienced, meaning
Technology even a child’s pot shows the history of their family.
Despite their isolationism, Mde communities are These patterns become even more complex as kitsune
quite informed on the latest technologies of the Land mingle and marry across villages, resulting in even
of Northern Lakes, as their skulks constantly swipe more complex and intricate seals that reflect the
schematics and samples of the latest contraptions growth and development of the Mde people rather
from the humans they interact with as part of their than of a single village or town.
mission to keep the Chankani Forest protected from Multi-Generational Living: In the Mde culture, a
the Mahwek public. Not only are the Mde relatively home isn’t a place you grow out of. Children grow up
skilled at gunsmithing, but every Mde village is an in the family tree and continue to live there for most
architectural marvel complete with wooden roads, of their lives, building their own dwelling higher up
ladders, and elevators that are meticulously concealed on the tree’s branches or occupying a previously built
from outsiders; one could stand directly beneath a one that isn’t in use. A Mde’s place upon their family

32
tree is considered personal and private, the space Dual Lives Feat 4
belonging to them until they depart. This includes Archetype
when marriages begin and end; wherever they decide Prerequisites Vigilante Dedication.
to spend most of their time living, a Mde’s home You’ve developed separate talents across your distinct
within their family tree remains. It’s only when a Mde lives. You gain two skill feats of your choice as bonus
has committed a deed so heinous that it’s worthy of feats. You must meet the prerequisites of both feats,
total exile from the town that a Mde might lose their and one gains the social trait while the other gains the
place among their family, an event that has happened vigilante trait (your choice.
only a handful of times in recorded history. Special You can select this feat multiple times. Each
Since multiple generations of Mde live together, time, you gain two additional skill feats as bonus feats.
homes are decorated with illustrations and carvings
of each member of the family who called it home, Notorious Fool Feat 4
beginning with infancy all the way through old Archetype Skill Social
age. Births, marriages, even trade agreements and Prerequisites expert in Deception.
hobbies are similarly depicted upon the tree home’s You’ve carefully cultivated a reputation for antics or
branches, anything its residents consider to be a major feats of stunning ineptitude for your social identity
milestone of the family’s history. This transforms each so others underestimate you. Anytime someone tries
home into a mural of faces and experiences that stand to Sense your Motive, they determine that you’re
as testament to the structure’s history. Most family behaving normally—albeit foolishly, recklessly, or
homes also include several road-level rooms for the incompetently, unless their result is a critical success,
family’s businesses, such as a doctor’s office if the which allows them to determine your true intentions.
family has a doctor or a workshop for an inventor. Your Deception DC against others’ attempts to Sense
This provides plenty of opportunities for community your Motive is equal to 20 + your proficiency bonus
members to behold the spectacle of a family’s home. while you’re in your social identity.

Segada Skulks Slip of the Mask [one-action] Feat 4


Although they technically prowl across most of the Archetype Skill Social
nations that make up the Land of Northern Lakes, Mde Prerequisites expert in Intimidation.
agents within human lands are universally called Segada You reveal your vigilante identity to any number of
Skulks because the City of Keys acts as a home base creatures of your choice that can observe this action,
for Mde kitsune outside of the Chankani Forest. Long causing them to learn that your social identity and
before Avistani settlers reached the shores of Arcadia, your vigilante identity are the same person. If your
however, the skulks had begun integrating themselves next action is to Coerce or Demoralize a creature that
into Mahwek society, infiltrating everything from social you made this shocking revelation to, you treat the
and governmental organizations so they can intercept results of this action as though your degree of success
and eliminate dangerous information that might pose a were one higher (a critical failure is a failure, a failure
threat to the peace known by their people. Segada skulks is a success, and a success is a critical success).
do everything from interfere with news that could lead to Creatures that already know that your social and
the discovery of a Mde village, reroute patrols and trade vigilante identities are the same person are immune
routes, even spread misinformation and propaganda to your Slipping of the Mask.
perpetuating superstition about the Chankani Woods so
curious Mahwek will stay away. Despite their influence, Social Shape Feat 4
the Segada skulks have a firm policy against interfering Archetype
with human society beyond what is needed to keep them Prerequisites Vigilante Dedication, Change Shape.
away from Mde lands, refraining from harming them You pass socially as someone who is decidedly not a
but also from helping them. This policy is a constant shapeshifter of any sort. Choose your original form or a
matter of debate among the skulks, as plenty feel that form you can assume using Change Shape. Your choice
refraining from offering help makes them as heartless as cannot be a hybrid shape, nor can it be the form of an
the Mahwek were to their ancestors, while others believe ancestry that is naturally a shapeshifter; for example,
that it’s foolish to avoid dispatching an enemy. a kitsune can’t choose their original form, but they can
choose a fox or tailless form. The process of assuming
New Vigilante Feats your social identity includes Changing your Shape into
Characters with Vigilante Dedication have access to the chosen form, and you risk exposing yourself as a
the following feats vigilante if you assume this form while in your vigilante

33
identity or if you assume any other form while in your you might be able to use this knowledge as leverage
social identity. However, since this alternate form is in acquiring local rumors or gossip, allowing you to
part of your social identity a check to uncover your gain a +2 circumstance bonus to your check to Gather
disguise only happens if someone else specifically Information, subject to the GM’s determination.
tries to uncover that you’re a shapeshifter and your
and your Deception DC against such attempts is the Renowned Alias Feat 1
same as the DC to uncover your other identity (20 + Archetype
your proficiency modifier). Prerequisites trained in Society.
You know how to build an alibi for yourself. You can
Another Face in the Crowd Feat 10 spend 1 week schmoozing and greasing palms with
Archetype Skill locals to establish an active alias in a place with a size
Prerequisites Many Guises. and population equivalent to a village. Your active
You’re able to melt away into a sea of faces. While alias is a persona that precedes you in this place and
using Many Guises to assume an ordinary identity, grants you the trained proficiency rank in one Lore
the Perception DC to Seek you while you’re hidden, skill of your choice that’s associated with this location;
unobserved, or unnoticed is equal to DC 20 + your for example, you could gain Angen Lore if you created
Stealth proficiency bonus instead of the usual DC if an alibi in the kitsune settlement of Angen or Coins
you’re surrounded by ordinary seeming people, such Lore if you created an alibi in the Coins district of the
as on a crowded street corner or in a mob. Creatures metropolitan city of Absalom. If you’re already trained
that you’re hidden from or unobserved or unnoticed or better in this skill, you gain a +1 status bonus to a
by while assuming an ordinary identity can’t recall any skill check of your choice while within your active alibis
specifics about your appearance or actions. or while interacting with someone from there. You
can choose from Deception, Diplomacy, Intimidation,
Pauper’s Gambit [three-actions] Feat 10 Society, Stealth, or Thievery to gain this bonus, so long
Archetype as the bonus corresponds to the persona your active
Prerequisites Many Guises. alias embodies, as determined by the GM.
Requirements You are in an ordinary identity. Your If you’re an expert in your active alias’s Lore skill, its
target thinks you’re their ally and isn’t aware that size and population is equivalent to a town. If you’re
your ordinary identity and your vigilante identity are a master in it, its size and population is equivalent
the same person. to a city and you can pick two skills to apply the +1
You take advantage of your mundane appearance to status bonus to. If you’re legendary in it, its size and
dispatch an unaware foe. You Strike the target. On a population is equivalent to a metropolis and you can
success, the target takes 6d6 extra precision damage pick three skills to apply the +1 status bonus to.
with a basic Fortitude save against your class DC or
spell DC, whichever is higher. If the mark critically fails, Confabulate [reaction] Feat 2
they either die or fall unconscious (your choice). This is General Skill
an incapacitation effect. The creature then becomes Prerequisites trained in Deception or Diplomacy.
temporarily immune to your Pauper’s Gambit for 1 day. Trigger You Lie or try to Make an Impression or
If they aren’t unconscious or dead, they discover that Request and get a failure or a critical failure.
your ordinary identity and your vigilante identity are If you are trained in the appropriate skill for the
the same person. triggering action or activity, attempt a check using
that skill against the creature’s Will DC with a –5
New Skill Feats circumstance penalty.
All characters who meet the listed prerequisites have O Critical Success: The target is affected by the
access to the following skill feats. triggering action or activity as though your result
were two steps higher (a critical failure is a success
Discreet Inquiries Feat 1 and a failure is a critical success).
General Skill O Success: As a critical success, but your result is only
Prerequisites trained in Underworld Lore. one step higher (a critical failure is a failure and a
You know how to find the scuttlebutt on disreputable failure is a success).
activities in a given place. You can use Underworld O Critical Failure: The target is affected by the
Lore instead of Diplomacy to Gather Information. If triggering action or activity as though you had
you’re canvassing someone who you know to have ties rolled a critical failure. If you critically failed this roll
to a criminal organization or similarly illicit activities, originally, they react in the worst possible way.

34
Mockingbird’s Impression [three-actions] Feat 2 to your Intelligence bonus (minimum 1). You gain
General Skill twice as many active schemes if you’re a master in
Prerequisites trained in Deception. Perception or four times as many if you’re legendary
You effortlessly change the sound of your voice; in Perception.
animals, sound effects, even other creatures. You can
make your voice sound like a specific individual’s only if ‘Tis But a Scratch! [reaction] Feat 7
you’ve heard them speak before, and once you start a General Skill
Mocking Bird’s Impression your voice remains changed Prerequisites master in Deception.
until you end it, requiring no action. Listeners don’t Trigger An opponent rolls a critical success against
attempt Perception checks against your Disguise DC you on an attack or spell attack roll.
when they first hear your voice; a check only happens You bluster at an opponent to downplay their deadly
if someone specifically tries to Seek you. attacks, making yourself appear more powerful in the
You can Impersonate a voice or sound using two process due to your nonchalance. Attempt a Bluff
actions if you’re an expert in Deception, one action check against the triggering opponent’s Perception
if you’re a master in Deception, or at will if you’re or Will DC (whichever is higher). The target and all
legendary in Deception. onlookers are then immune to your assertions that ‘Tis
But a Scratch! for 24 hours.
Morphic Mask Feat 2 O Critical Success: The target is frightened 2 and
General Skill you gain temporary Hit Points equal to twice your
Prerequisites expert in Arcana, expert in Deception. Charisma modifier (minimum 1). These temporary
You’re able to use minor illusions and other magic to Hit Points last for 1 minute.
alter your body’s shape and appearance, allowing you O Success: The target is frightened 1 and you gain
to assume your disguises more quickly. Assembling temporary Hit Points equal to your Charisma
a convincing disguise to Impersonate someone only modifier (minimum 0). These temporary Hit Points
takes you 5 minutes and doesn’t require a disguise last for 1 minute.
kit. This is further reduced to 1 minute if you’re O Critical Failure: If the target damages you again
Impersonating someone of your ancestry and body with an attack or spell attack before the end of your
type, or someone of an ancestry whose form you can next turn, you have weakness 5 against the damage.
assume using Change Shape.

Case the Joint Feat 4


Concentrate Exploration General Skill
Prerequisites expert in Perception.
You spend 1 minute meandering around a place
to learn important details about it, designing the
location as the target of your active scheme.
This subject is typically a single small location
(such as a portcullis or a rickety window), but
the GM might allow a different scope for your
scheme. You don’t need to know anything about
the subject to make it your
active scheme, but you do need
to be aware of its existence.
Whenever you use an action
that involves an active scheme
and requires a skill check—
such as Sneaking through a guard post or Climbing
up into an open window, you can choose to gain a +1
circumstance bonus to your check. After doing so,
that location is no longer an active scheme for you. If
you have the On the Case investigator class feature,
increase the circumstance bonus you gain for Pursuing
a Lead if your active case is also your active scheme.
You can have a number of active schemes equal
Mde Skulk

35
36
Kitsune of Avistan
“But sir!” The fool of a foot soldier exclaimed. “We are Kitsune presence in the Inner Sea region and the larger
under orders from House Thrune itself t–” continent of Avistan is older than many of its oldest
“I’m aware of your orders,” the signifier hissed. It was empires, as kitsune believe that the Verduran Forest is
impossible to know the look of a person’s face while they one of the few remaining remnants of the Great Forest
wore the ceremonial trappings of the Hellknight’s most that once covered Golarion before receding. Despite this,
potent arcanists, but the man’s hiss was so pronounced most kitsune descend from immigrants, canny foxes who
that Kalstron could picture the curdling of his lips. “They crossed the Crown of the World after the end of the Age
are obsolete. As will be your life if you delay the Queen’s of Darkness in search of a better life. One must argue
will any longer. Tell me, do you enjoy the prospect of an whether their children found such fortune, however,
eternity spent as a devil’s private plaything?” as many were accused of being werefoxes by fearful
The soldier gulped. Minutes later, the royal treasury of or power mongering humans and chased from their
House Thrune was saddled up to the Hellknight’s caravan homes, erased from history altogether. Many kitsune
and carted off. Only then did Kalstron spot the briefest living in Avistan do so in quiet, but in recent years the
peak of a vulpine tail from under the signifer’s robes. vulpine fox folk have become more of a common sight as
adventurers in partnership with the Pathfinder Society
—Rengo Account of the Sacking of Thrune trot the globe, helping to normalize their presence.

Angen Silvertail
Natives to Taldor’s Verduran Forest, Angen kitsune have Once natives of Ustalav, the Silvertail’s ancestors were
made their home in Avistan since the Age of Legends driven from their homes into the wastes of Numeria.
when their stories claim their people first arose from the Today, they live ruggedly off the land, preferring the
world’s first spirits. Once an insular people, Angens and guise of ordinary foxes to their more humanoid forms
the settlement that bares their people’s name are now when traveling beyond their secret communities.
at the center of kitsune culture in Avistan and welcome Nations: Numeria, the River Kingdoms, Taldor.
kitsune of all ethnicities to share stories, culture, and Settlements: Absalom (Independent).
smiles with one another.
Nations: Andoran, Brevoy, Druma, Galt, the River Foreigners
Kingdoms, Taldor. In addition to native Angen, Rengo, and Silvertail kitsune,
Settlements: Absalom (Independent), Angen (Taldor), Avistan is also home to the following ethnic groups.
Bellis (Andoran), Caldamin (Andoran), Cassomir (Taldor),
Macridi (Druma), New Stetven (Brevoy), Riverton (River Inugantiq
Kingdoms), Wispil (Taldor). Neighbors to the north, Inugantiq kitsune often
venture out from the Crown of the World to trade with
Rengo Avistani people. Occasionally, some settle in northern
Descended from Tian kitsune who crossed the Crown Avistan, preferring the warmer weather.
of the World during the Age of Anguish, Rengo kitsune Nations: Irrisen, Lands of the Linnorm Kings, Realms
are travelers inspired by the lifestyle of Varisian humans. of the Mammoth Lords.
They honor their traveler ancestors by continuing to Settlements: Bosorka (Irrisen), Icestair (Realm of the
pioneer the roads of Avistan, living out of caravans Mammoth Lords), Turvik (Lands of the Linnorm Kings).
and bringing song, dance, and good-natured mischief
wherever they roam. Those that dwell permanently in Kitsune of Tian Xia
Sagaland cities are uncommon, but not unheard of. Jinko, Shanko, and Souko kitsune have always had
Nations: Irrisen, Lands of the Linnorm Kings, Molthune, a rare presence in Avistan on account of the Path of
Nirmathas, Ravounel, Ustalav, Varisia. Aganhei, but in recent years the Pathfinder Society’s
Settlements: Absalom (Independent), Kaer Maga efforts with the Lantern Lodge has seen the number
(Varisia), Kalsgard (Lands of the Linnorm Kings), Kintargo of Tian kitsune in Avistan rise substantially.
(Ravounel), Magnimar (Varisia), Riddleport (Varisia), Nations: Lands of the Linnorm Kings, Varisia.
Sojourner’s Rest (Lands of the Linnorm Kings), Whitecrown Settlements: Absalom (Independent), Sandpoint
(Irrisen), Xin-Shalast (New Thassilon), Yensa (Irrisen). (Varisia), Turvik (Lands of the Linnorm Kings).

37
Angen Kitsune
Physical Appearance Shape Changing
Angen are extremely diverse in appearance, ranging Angen kitsune are split fairly evenly between tailless and
from tall and lanky to petite and elegant of build. fox forms, with many learning to adopt multiple forms
Many kitsune claim that they have an almost effortless due to their closeness with their people’s spirituality.
elegance about them; their fur always seems silky and Angens with tailless forms often appear human with a
frizzless without much effort on their part and they blend of Taldan and Tian features.
have an almost sublime grace to their actions, as each
every moment were perfectly poised and practiced a Popular Edicts
hundred times over. They often have heterochromia. O Honor nature, especially the wooded places.
O Provide good hospitality always.
Table: Rengo Pigmentation O Work to elevate those who would elevate you.
Body Part Pigmentation
Body, Limbs, Tail Fur llllllll Popular Anathemas
Chest, Neck, Groin Fur lll O Disrespect an honorable spirit of nature.
Tail Tip, Inner Ear Fur lll O Needlessly destroy a wooded area, especially with fire.
Eye Color llllll O Refuse to give alms to those in need or peril.

History & Homeland As thanks for their hospitality, the visitors crafted fine
Unique among kitsune of the Inner Sea region, the Tian wares for the druids to sell to Taldan nobles hungry
Angen ethnic group’s roots are in Avistan, not Tian Xia. for Tian goods that had been made scarce by the snows,
Their earliest records indicate that the first Angen have bringing prosperity both to the druids and the Angen of
always called the Verduran Forest that lays nestled in Verduran unlike any they had previously seen. As word
the heart of the so-called Shinning Kingdoms home, of the grove spread across the Sellen Passage and the
with many Angen myths claiming that their wooded Northern Track, other stranded or down-on-their-luck
homeland was once part of a mystic forest that encircled kitsune from across the Inner Sea region trickled into
the globe. These stories claim that the Angen people what became a burgeoning village, working together to
wandered throughout these mystical woods until they weather famines caused by years of poor harvest. After
suddenly receded for reasons unknown during the Age the frost abated, the Angen announced that all kitsune
of Legends into what the Verduran Forest is today. who had joined them for the winters were welcome to
Their woodlands vanished, the Angen clung to their stay if they wished. Most did, their collective bonds from
ancestral homes as the skies of Golarion darkened years of hardship defining the modern Angen people.
and cleared, utilizing primal rites to avoid notice for “Angen” is both an ethnic group and a nation of people,
thousands of years until they were discovered by the with ethnic Angen kitsune being those who trace their
fledgling Wildwood Lodge of Taldor during the Age bloodlines back to the original kitsune inhabitants of
of Destiny. Old Angen stories claim that these druids the Verduran Forest. More often than not, though one’s
learned to change shape by studying their kitsune status as an Angen kitsune refers to citizenship in the
compatriots and were thanked for their tutelage with settlement of Angen, the largest kitsune community
the promise that the kitsune would always be welcomed in the Inner Sea region and among the best known by
to their annual Moot of Ages, a standing invitation that foreigners across Golarion. It’s relatively simple for non-
representatives from Angen honored for millennial. One Angen kitsune to become citizens of the city of Angen if
year during the annual Moot on the Isle of Arenway, an they wish, as solidarity among kitsune is a defining trait of
Angen druid named Farleaf received a sign from the Will their culture. This has given Angen kitsune a reputation
of the World that a three-year winter would descend as a home for all kitsune, provided they contribute to
upon Avistan, choking the land with ice and snow that the community. Most ethnic Angen don’t live in the city
would doom any who attempted to traverse the Crown of Angen, however; many dwell within forests across
of the World. That year’s Moot counted several dozen the Shinning Kingdoms and Broken Lands, especially in
kitsune visiting Angen from Tian Xia among them, and woodland homes sprinkled throughout the Verduran
rather than send them to their fates Farleaf invited the Forest, the various woods of the River Kingdoms and
guests to stay with his people until the storms ended. Brevoy as well as the Estrovian Forest in Mendev.

38
Culture a decidedly Avistani palette compared to the Tian fare
Surprisingly similar to Souko culture despite worlds favored by Souko kitsune. As more kitsune immigrate
and ages of separation, Angen kitsune emphasizes the to Angen from across the world, however, the city’s
beauty of nature and one’s personal role as part of the foods have become increasingly diverse, and locals
natural world. Deeply spiritual, they believe that life is prefer fusion restaurants where the palettes of a
best when experienced with community and curiosity. variety of cultures can come together to delight every
kitsune who partakes regardless of ethnic origins.
Art
Few places demonstrate Angen values of solidarity Dress
among kitsune than in their art, which features a wide Traditional Angen dress is sparse, covering what needs
range of styles and techniques from across Golarion. to be covered and little more since kitsune don’t need
Nearly every artistic movement and style imaginable much clothing to endure Andoran and Taldor’s climates,
in represented among Angen sensibilities with the their paws padded and their bodies covered in fur that
uniting element that defines Angen art being the use grows extra fluffy and dense in the winter. Summer
of change as a medium. Whether painting that display outfits consist of simple coverings for one’s nethers
different images from different angles, statues with and bosom while clothing for cooler months expands to
vulpine elements hidden throughout, or architecture include a garment not unlike a poncho. These garments
featuring secret rooms and compartments, Angen are usually two-sided; one plain and designed to match
art is all about getting the viewer to contemplate the the kitsune’s fur pattern for hunting and the other
work from a multitude of angles and perspectives. colorfully ornamented for socializing.

Celebrations and Holidays


Angen kitsune have numerous festivals and holidays
on account of their culture celebrating the holidays
of nearly every kitsune ethnic group on Golarion, a
practice that began due to Angen’s status as a cultural
melting pot of kitsune cultures from across the world
since many permanent residents of Angen are unable
to afford traveling home for cultural holidays like the
Bright Grains Festival. This has led to many kitsune
claiming that “the sun doesn’t set without a festival”
in Angen, and some have even proposed giving the
city the moniker, “the City of Celebrations.” In addition
to celebrating kitsune holidays, most Angens observe
traditions from the Green Faith blended with Daikitsun
and Tamashigo ones while also honoring the holy days
of various other deities said to be in good relations
with Daikitsu. For holidays belonging to deities who
are usually depicted as memories of other ancestries,
the first step in the celebration is to bless the festival
grounds as a place where the deity can be their, “true
self,” as most Angens believe that every deity that is
depicting as a mortal is actually a kitsune who hasn’t
revealed themselves yet. Once this blessing has
been given, most Angen depictions of the deity are
transformed into kitsune versions of their depictions
with a mundane and magical techniques.

Cuisine
Traditional Angen food makes heavily use of a variety
of different fruits, nuts, and game that can be hunted
in the Verduran Forest. Roasted pine nuts glazed with
honey served with roasted meats in berry relishes are
among the many Angen delicacies, giving their meals
Angen Dreamboat

39
Angen dress has changed since the establishment Technology
of the city of Angen and the broader Angen nation, While Angens don’t innovate much of their own
however. Angen increasingly wear clothing that technology, relying on a fusion of nature magic and
combine the sensibilities of their traditional dress with natural tools, a constant influx of kitsune immigrants
those of other ethnic groups, especially Rengo and ensures that those dwelling within Angen usually have
Souko who make up most of the non-Angen population access to the latest technologies from major trading
of their lands. Fanciful kimonos topped with ponchos hopes like Absalom, Almas, and Oppara. Angens
inside of haoris or suits consisting of slacks and shirts interested in such topics often study abroad.
with sash-like belts designed to evoke the wear of
traditional Angen loincloths are popular, as are a Traditions
multitude of different fusions of kitsune styles. Most Angens follow these social customs in addition
to those unique to their community.
Language & Dialect Birth: Like most of Angen culture, the celebration
Angen kitsune speak a unique language aptly called of the birth of an Angen kit follows a combination
Angen, which is appears linguistically related to of kitsune and Avistani traditions, particularly those
Celestial with words and colloquialisms borrowed from of Taldor given the Verduran Forest’s proximity to
Taldan and Tien in equal measure. This has led many that kingdom. Angen kitsune largely use the Taldan
Angen to speculate that their people were taught standard of calculating age from the time of a person’s
language from one of the Nine Bright Grains, perhaps birth using ears, but they hold a traditional celebration
even Daikitsu herself. This has the drawback of making every year similar to those of kitsune from across the
Angen difficult for many used to mortal languages world in Tian Xia. During these ceremonies, the growth
to learn, as Angen doesn’t share many linguistic and development of every kitsune is celebrated all at
similarities with tongues native to mortal mouths, and once, with everyone in the nation tracking their age as
many of the language’s borrowed words don’t fit nicely though they were one year older whether or not their
into its Celestial framework; for instance, several tonal Taldan birthday for the year has arrived yet.
words from Tien lose significant meaning in Angen due All Fun and Games: Play is an important of Angen
to Angen’s lack of tonal meanings. culture for kitsune of all ages, from the youngest kit
to the grayest fox. Angen culture includes significant
Population and Hierarchies breaks from mundane toil for adults and kids alike to
The Angen nation, which includes kitsune from nearly burn off energy playing sports like ninesweep, which
all ethnic groups across Golarion, is the single largest includes the use of one’s tail to sweep a ball through a
nation of kitsune in Avistan, rivaling that of the largest set of nine target that surround the field, card games
kitsune nations of Tian Xia. As of the most recent like Starstone: The Ascended, and a million other
census in 4719 AN, the Angen nation comprised of pastime, some invented by Angen kitsune and others
at least 93,000 kitsune scattered about the Inner Sea imported from afar. This love of play even infect
reigon, with some dwelling as far away as Minkai. The Angen rites of passage with the inclusion of Foolsday,
Angen ethnic group comprises a small but sizable were each Angen tricks a fellow community member
portion of this, with an estimated 17,500 Angen publicly. Each trick is supposed to be funny, harmless,
kitsune living in or near the Verduran Forest in Taldor and in the spirit of good fun and healthy mischief, but
or Andoran and another 7,500 living abroad mostly in most importantly it should be planned in secret. As
the River Kingdoms, Brevoy, and Mendev. a result, there’s no wrong time for one’s Foolsday to
The Angen Council makes most of the decisions for happen, with one community member that Angens
the residents of Angen. Consisting of 12 councilors, still speak of several hundred years later who waited
the council traditionally includes one resident who until his 75th birthday to play his Foolsday. The
has lived in Angen for less than a year, the resident kitsune, who went by Rosepaw, successfully tricked all
with the most tails, and a resident druid who attended his friends and families into thinking he passed away.
the Wildwood Lodge’s most recent Moot of Ages, Vulpine and Proud: Kitsune are best known for
with 8 of the remaining 9 chairs being elected from their shape shifting abilities, which most kitsune use
among the eight districts of Angen. The final chair to successfully pass for members of other cultures
belongs to a representative from wooded regions of when interacting with those individuals. Where other
the Verduran Forest outside the city limits and tends kitsune might see their alternate forms as different
to change hands especially often. Inclusion within facets of their identities or different people entirely,
the council is voluntary, unpaid, and temporary with Angens view their kitsune selves as their true selves
frequent elections and nominations. and other forms as masks that they wear. Keenly

40
aware that people of other ancestries view kitsune as Bright Grains festival, and Angen kitsune often find
mischievous tricksters, many Angens publicly reveal themselves playing mediator amid the turmoil. The core
their true kitsune forms to outsiders in the spirit value behind Angen diplomacy is shared experiences—
of building trust and dispelling stereotypes about since Angens believe that a kitsune’s vulpine form is also
kitsune. It’s common for Angens to go about their their truest expression of identity, they also believe that
business without changing shape both in the Verduran beneath the many societal norms and cultural pinnings
Forest and beyond, using their shape changing only of every kitsune is a shared soul that lives, breathes, and
when the situation demands it. The largest enclaves of yearns for the same basic desires. Of course, Angens also
publicly open Angen kitsune can be found in Absalom, feel the same to be true with other sapient ancestries.
Almas, and Oppara where they inspire kitsune of other After all, if a kitsune’s wants and needs do not change
ethnic groups to similarly reveal themselves. even as they don the mask of another people, why
should those people want for anything different from a
Angen Diplomats kitsune? This core tenet drives Angen diplomatic efforts
As a center of kitsune multiculturalism in the Inner Sea and makes them quite effective, though not ubiquitously
region, Angen kitsune often find themselves needing so. Angen diplomats tend to struggle when dealing
to bridge the divide between disparate peoples. While with people who’ve fully discarded simple desires like
much unites the kitsune of Golarion, each culture spends safety, security, and shelter—Chelaxian inquisitors from
so much time immersed in the ways of other peoples House Thrune and their squabbles for power, Druman
the world over that differences in beliefs, traditions, Kalistocrats and their lust for material wealth, even
and ideologies nevertheless creep in to each person’s Absalomian blue bloods and their adamant grip on
thinking and way of life. Trouble can brew when so many political influence elude Angen sensibilities in this way.
clashing personalities gather, especially for the yearly Despite this, Angen diplomats are often summoned
by quarreling parties across the Inner Sea region,
but especially in lands boasting significant kitsune
populations such as Andoran, Taldor, Brevoy, and the
River Kingdoms. In most cases, these diplomats settle
disputes between reasonable folk rather than entire
nations, using their methods to help individuals come
to satisfying agreements and arrangements. As a result,
they’re sometimes called the people’s mediators and
much of the Inner Sea’s perception of kitsune being wise
comes from word of mouth after an Angen diplomat
settled a dispute in a satisfying manner. In truth, Angen
are no more intelligent than any other kitsune, or even
any other ancestry living in the Inner Sea for that matter.
They simply have a perspective that values harmony
between people and sees the shared soul within people.

New Skill Feats


All characters have access to the following skill feats.

Fast Talker Feat 1


General Linguistic Mental Skill
Prerequisites trained in Diplomacy.
You’re able to keep someone distracted until you spring
into action. On the first round of combat, if you rolled
Diplomacy for initiative you can choose one target
within 30 feet that you were conversing with before
you rolled your initiative. That target is flat-footed
against you until the end of your first turn during the
combat. If you also have the Group Impression skill
feat, this applies to a number of targets equal to your
Diplomacy proficiency bonus (2 + your level at trained,
Angen Councilwoman 4 + your level at expert, and so on).

41
Save Face [reaction] Feat 2 Call a Truce [one-action] Feat 15
General Linguistic Mental Skill Auditory Concentrate General Linguistic Mental Skill
Prerequisites expert in Diplomacy. Prerequisites legendary in Diplomacy.
Trigger You Make an Impression or Request something You convince a living creature within 30 feet to stop
and get a failure or a critical failure. fighting. Attempt a Diplomacy check against the Will
You’re able to self-correct before making a social faux DC. The creature is temporarily immune for 1 minute.
pas. Reroll the triggering Diplomacy check with a –2 O Critical Success: The target must attempt a Will
penalty. If this turns your Make an Impression into a save against your Diplomacy DC. On a critical failure,
success or a critical success, their attitude improves by it either surrenders or uses all its actions to leave
one fewer step (no steps on a success or one step on a the immediate area. The target acts normally if
critical success). If this turns your Request into a critical provoked, and may rejoin a combat encounter they
success, the target still makes some qualifications for previous left if you or one of your allies betrays
the Request, but they’re more minor than on a success. them. On any other result, it becomes off-guard and
stupefied 2 for 1 round.
Inspiring Encouragement [one-action] Feat 2 O Success: The target becomes off-guard and stupefied
Auditory General Mental Skill 1 for 1 round.
Prerequisites trained in Diplomacy. O Failure: The target becomes off-guard for 1 round.
You comfort or cheer up an ally with encouraging O Critical Failure: The target is unaffected.
words. Attempt a Diplomacy check. The DC is usually
15, though the GM might adjust it based on the Diplomat Archetype
circumstances. If you’re an expert in Diplomacy, you While Angen kitsune are known for their diplomats,
can instead attempt a DC 20 check to gain fast healing the practice of bridging people together is by no
2 on a success or 4 critical success; if you’re a master in means unique to them. All characters have access to
Diplomacy, you can instead attempt a DC 30 check to the following common archetype.
gain fast healing 3 on a success or 6 on a critical success;
and if you’re legendary, you can instead attempt a DC40 Diplomat Dedication Feat 2
check to gain fast healing 4 on a success or 8 on a critical Archetype Dedication
success. The damage dealt on a critical failure remains Prerequisites trained in Diplomacy.
the same. The creature is then immune to Inspiring You become an expert in Diplomacy. At 7th level, you
Encouragement for 1 minute. become a master in Diplomacy, and at 15th level, you
O Critical Success The target gains fast healing 2 for become legendary in Diplomacy. You also gain Group
1 minute. Impression as a bonus feat; if you already have this
O Success The target gains fast healing 1 for 1 minute feat, you gain a different 2nd level or lower skill feat
or until they gain the dying condition. of your choice that requires you to be trained or an
O Critical Failure The takes 1d8 mental damage. expert in Diplomacy.

Inspire Resolve [one-action] Feat 7 Diplomatic Request Feat 4


Auditory Concentrate General Linguistic Mental Skill Archetype
Prerequisites expert in Diplomacy. Prerequisites Diplomat Dedication.
You signal an ally within 30 feet, inspiring them to You know how to reason with even the most unruly
fight past pain and discomfort. That ally chooses one of people. You can make a Request of anyone that’s
of the following conditions they have: enfeebled, indifferent or unfriendly towards you. When doing
frightened, sickened, or stupefied. They temporarily so, you reduce the degree of success of your Request
reduce the chosen condition’s value by half your by one step if the target is indifferent or two steps if
Diplomacy proficiency bonus until the start of your they’re hostile, such as treating a success against an
next turn. The condition doesn’t end if this reduces indifferent creature as a failure or a success against an
it to 0; only suppresses it until the effect ends. The unfriendly creature as a critical failure.
creature is temporarily immune for 1 minute.
If you’re a master in Diplomacy, you can also choose Negotiate Discount Feat 4
confused, fatigued, and fascinated. If you’re legendary Archetype
in Diplomacy, you can also choose controlled and Prerequisites Diplomat Dedication.
stunned. If you choose a condition that doesn’t have a You’re always able to find the best possible place
value (such as confused), that condition is suppressed to rest. You gain Bargain Hunter as a bonus feat; if
for the effect’s duration as described above. you already have this feat, you gain a 1st level skill

42
feat that lists trained in Diplomacy as a prerequisite ability for 1 minute. Targets who socially outrank you
instead. When you would purchase goods or services are immune, such as a common person attempting to
that could have their price reduced by Bargain Hunter, invoke Diplomatic Immunity against Queen Abrogail
you can choose to reduce the cost of the good or Thrune II of Cheliax.
service you’re trying to purchase by half instead of O Critical Success: The target cannot target you with
rolling to Earn Income. The maximum discount you the triggering effect; if it had no other targets, it is
gain from a given establishment can’t exceed the cost disrupted. Additionally, the target loses one action
of the goods or services you’re purchasing by more as though they were stunned 1; if the target had no
than the value of a Earn Income task of your level and other actions remaining, they’re off-guard until the
proficiency, and once you exceed this limit you can’t start of your next turn instead.
gain the discount at that establishment again until you O Success: As a critical success, but the target doesn’t
spend three times this value there. lose any of its remaining actions.
For example, if you’re level 4 and trained in O Failure: The target gives pause, but carries through
Diplomacy, you can get a discount up to 7 sp at the anyway. The triggering effect happens normally, but
Rusty Dragon Inn across all goods and services that you gain a +2 status bonus to AC and on all saving
establishment provides. Once you’ve saved 7 sp, you throws against it.
cannot gain this discount at the Rusty Dragon Inn O Critical Failure: The target is unaffected.
again until you’ve spent 21 sp there.
Hurry Up! [two-actions] Feat 8
Hindering Request [one-action] Feat 6 Archetype Auditory Concentrate Linguistic Mental
Archetype Auditory Concentrate Linguistic Mental Prerequisites Diplomat Dedication.
Prerequisites Diplomatic Dedication. You negotiate faster reactions from n ally within 30
You convince someone to take an action that actively feet. That creature is quickened 1 until the start of
hinders them. Choose one of the following actions, your next turn. They can use this extra action to Move,
then attempt a Diplomacy check against the Will DC Interact with something, Stand Up, Step, or Strike. The
of a creature within 15 feet of you: Create a Diversion, creature is temporarily immune for 1 minute.
Disarm, Feint, Reposition, Trip. Use the degrees of
success for the chosen action. The creature is then Call a Ceasefire Feat 10
immune to Hindering Request for 1 minute. Archetype
Prerequisites Diplomat Dedication, Group Impression.
Talk Some Sense into ‘Em [two-actions] Feat 6 You’re able to get everyone to stop fighting briefly. You
Archetype Auditory Concentrate Linguistic Mental gain the Call a Truce skill feat. If you spend three actions
Prerequisites Diplomat Dedication. Calling a Truce, you can avoid finishing the action and
You try and help a creature regulate itself. Attempt spend another 3 actions on your next turn to target
a Diplomacy check to counteract an emotion effect two creatures with this ability. The number of targets
of your choice or one of the following conditions increases to four if you’re an expert in Diplomacy, 10 if
that’s active on a creature within 30 feet: confused, you’re a master, and 25 if you’re legendary.
controlled, fleeing, or frightened. If the counteracted
effect has the magic trait or is the result of a Hobbling Hindrance Feat 10
spell’s effects, use your level –2 for the purpose Archetype
of determining whether your degree of success Prerequisites Hindering Request.
counteracts this effect. This improves to your level – 1 You’re able to weaken your foes with your requests.
if you’re a master in Diplomacy and your level if you’re The range of your Hindering Request increases to
legendary in Diplomacy. 30 feet. When you make a Hindering Request of a
creature, instead of choosing an action you can choose
Diplomatic Immunity [reaction] Feat 8 the clumsy, enfeebled, or stupefied conditions. If you
Archetype Auditory Concentrate Linguistic Mental do, use the following degrees of success.
Prerequisites Diplomat Dedication. O Critical Success: The target gains the chosen
Trigger You’re targeted by an effect that originates condition with a condition value of 2 for 1 round.
from the target. O Success: As a success, but the target gains the
Range 20 feet; Targets 1 creature. chosen condition with a condition value of 1.
You invoke your diplomatic immunity to stave off that O Critical Success: Your attempts to hinder the target
which is beneath you. Attempt a Diplomacy roll against backfire. You gain the chosen condition with a
the target’s Will DC. The target is then immune to this condition value of 2 for 1 round.

43
Rengo Kitsune
Physical Appearance Shape Changing
Rengo kitsune have an average build but are often Rengo kitsune usually have human tailless forms and
slight of frame with particularly bushy tails and youthful appear as members of Avistani ethnic groups, especially
features. Their hair tends to be curly or wavy rather Chelexians, Ulfens, and Varisians but also Kellids, Taldans,
than straight and is slightly larger than average, giving and rarely Shoanti. Many have mixed Tien features due
them a puffy appearance in their true forms. They tend to their lineage.
to prefer brightly colored clothing that matches the
color of their eyes, which often shines with the color Popular Edicts
of precious jewels or, rarely, metals like gold or silver. O Create beauty wherever you go.
O Find your trail and follow it wherever it leads.
Table: Rengo Pigmentation O Revel in the world’s wonder and mysteries.
Body Part Pigmentation
Body, Limbs, Tail Fur llllll Popular Anathemas
Chest, Neck, Groin Fur l O Cause bad luck for yourself by ignoring superstitions.
Tail Tip, Inner Ear Fur lll O Celebrate good fortune without dance or song.
Eye Color lllllllll O Disrespect a fortune-teller, especially a harrower.

History & Homeland continent rise to the point where most people have met a
For as long as humans have followed the Path of Aganhei Rengo or two at least once even if they didn’t know it, and
from Tian Xia to Avistan and back, kitsune have counted many Rengo families settle long-term in major cities such
themselves among the merchants and travelers since the as Korvosa, Almas, Kintargo, Whitethorne, and Absalom.
route was wrought, with many travelers from Tian Xia Whether these wanders choose to pass as members of
choosing to remain in Avistan due to the route’s perilous other Species or hold their tails high depends largely on
conditions. Overtime, those diasporic nomads and their new home’s attitude towards shapeshifters—most
merchants came to comprise a kitsune ethnic group of would agree that most places in Andoran, Ravounel, and
their own, and remain the largest and most widespread Varisia are safe enough and a kitsune is so far from the
kitsune population in Avistan. Avid storytellers, Rengo oddest one might see in Absalom that there’s no better
oral histories teach that the first Rengo arrived during place on Golarion to flaut one’s true self, but the Lands
the Age of Anguish, leaving behind the Dragon Empires of the Linnorm Kings, the Realm of the Mammoth Lords,
for a land free from the ravages of the prior age. and Taldor are always a wait-and-see situation for such
Guided by oracular pilgrams of Desna, these migrants things and one would have to be outright foolish to strut
followed portents in the constellations of the Dragon about Cheliax as anything but an Cheliaxian human if one
Empires zodiac overhead until they found themselves has the option to do so.
in the Sagalands, delighting in the song and art of local Rengo have rich oral histories that tend to not extend
Varisians where they were welcomed with open arms. much further beyond the communities they’ve built up
Rengo kitsune largely consider the beaten path their around their caravans. While living simply and enjoying
homeland, believing that objects and structures, not land, the simple pleasures in life are virtues among Rengo
are all one can truly claim to own. For this reason, Rengo kitsune, this is also due to how diasporic their people are.
kitusne largely live out of caravans much like Varisians Rengos are spread finely across Avistan to the extent
do, with each family possessing their own cart pulled by that they have little social or political power in any given
a horse or two whose pedigrees have often been in the area, so they largely keep to themselves and when they
family for centuries if not longer. Diasporic by nature, want to exert such powers, they do so by assuming
Rengos wander throughout the Sagalands, Old Cheliax, the form of more dominant Species such as elves and
and the Shining Kingdoms. Most practice decidely humans in order to write history for their homelands
itinerant lifestyles, travelling place to place to sell alongside more populous peoples in ways that benefit
goods and mingle with other travelers for a time before the Rengo people rather than trying to must their own,
returning to the open road. While decidely an uncommon limited social power. This has lead some political groups
sight throughout Avistan, centuries of habitation in the to claim that all kitsune wish to upend the social order,
Inner Sea region has seen Rengo populations across the especially in Cheliax, Nirmanthas, and Molthune.

44
Culture dance whose customary stances require at least five
Born on the dusty paths of Avistan, Rengo culture is one tails, though many Rengo opt to use scarves since few
of joys and journeys. Believing that life is best when there naturally meet this criteria. Any capable of performing
are new sights to see and new things to explore, they the dance with special flair are treated with the
embody and embrace kitsune curiosity, allowing their respect afforded to an actual five-tailed kitsune for
hearts to guide their paws towards each new adventure. the remainder of the festival.

Art Cuisine
Rengo art is flush with references to their unique Sometimes called firefox fare by other kitsune, Rengo
culture and includes depictions of the Sojourners meals are notably hot and spicy no matter the food.
Nine, especially Daikitsu and Desna. More than mere Paprika, garlic, and peppers native to Avistan are
aesthetics, Rengo tend to consider something art if staples in their cooking, as is cloves, garlic, ginger, and
it has an unseen element to it, especially something turmeric. Many dishes are specifically designed to be
playful. As a result, many Rengo art pieces double as cooked and eaten while traveling, and everyspice stew
practical items such as furniture or are able to be easily is a popular meal wherein a family will keep a stew pot
concealed within the Rengo’s living space, such as an simmering for months at a time, throwing any game
art piece that can be collapsed into a small table with they find into the next night’s meal.
chairs for guests, a kitsune statue that disassembles
into twin statues depicting a human and a fox, Dress
furniture that folds into walls, and similar specialties. Rengo kitsune often adopt the traditional dress of the
In addition to providing an extra bit of charm and fun,
such fixings are practical when living out of a wagon
and for avoiding Chelexian inquisitors.

Celebrations and Holidays


Rather than worship a singular deity, most Rengo
are pantheonic, worshiping a unique pantheon called
the Nine Tales. Rengo traditionally celebrate a three-
day festival for each Nine Tales deity, celebrating Jin
Li and the new year resolutions he urges in Abadius,
Ashava as winter departs in Pharast, Kurgess and
the promise of new life in Gozran, Desna during the
month that bares her name, Shizuru in Sarenith due
to it being the sunniest month of the year, Kofusachi
during the summertime debaucheries of Erastus,
Daikitsu during Mother’s Month, Lamashan, Sivanah in
Neth due to its namesake’s association with magic and
half-masks, and finally Tsukiyo in Kuthona, half a year
away from his former love Shizuru. Of the remaining
months, Rengo lenged claims it’s bad luck to celebrate
other divinities during Calistril since it’s named for
a goddess of revenge, Arodus due to its nakesake
causing the end of prophecy with his passing, or Rova
since it’s named for a deity of destruction.
Of particular note is the Bright Grains Festival, which
Rengo celebrate in keeping with their Tian roots.
Rengo hold the fifth day of the festival, called Fifth
Grain’s Day, in particularly high regard as Daikitsu’s
fifth attendant is associated with safe travels,
constellations, and good fortune—all things greatly
valued by Rengo culture. This attendant is depicted
as a kitsune who sits atop a meteoric star orb as it
sows stars across the night sky like seeds in a field.
The Fifth Bright Grain is honored with a ceremonial
Rengo Wanderer

45
also have their own language, aptly called Rengo. Like
The Sojourners Nine Tien, Rengo is a tonal language where the inflections
As with most aspects of Rengo culture, their cultural one uses when speaking changes the meaning, but its
pantheon, the Sojourners Nine, consists of a fusion of written form uses letters that are arranged in a manner
Tian and Varisian traditions, most notably that of the similar to pictograms, with the position of each letter
Cosmic Caravan pantheon and the Dragon Empires on the pictogram denoting a different inflection. This
zodiac. The deities venerated in the pantheon are system often seems difficult to foreign learners at
associated with wanderers, each traveling for their first but becomes easier after one understands the
own ends: Shizuru, Tsukiyo, Desna, and Sivanah are the Rengo method for building words from tonal puzzles.
sun, moon, and stars traveling across the night sky,
respectively; Daikitsu is the seeds that cling on gentle Population and Hierarchies
breezes as the wind carries them to faraway place; Jin Li Although nowhere near as populous as any of the
is all animals that migrate with the seasons; Kurgess is all Tian kitsune ethnic groups, Rengo boast thousands of
mortals who seek their fortunes far and wind; and finally families and number in the tens of thousands across
Kofusachi is the song and that travels with them. the Saga Lands, the Shining Kingdoms, Old Cheliax, and
Edicts Follow your footpaws to new and interesting Absalom, with most avoiding Cheliax itself whenever
places, bring a kind word and a pleasant heart anywhere possible on account of the magistrate’s belief in kitsune
you travel, enjoy the wonders of the world. inferiority and attempts to gradually erase its kitsune
Anathema Avoid new experiences, pass judgement population’s existence from the nation’s territories.
upon the people you meet in your travels, refrain from Whether from latching on to Tian tales of gumiho,
helping others if you have the means to do so. mistaking them for werefoxes, or simple malevolence,
Pantheon Members Ashava, Daikitsu, Desna, Jin Li, Chelexian governments regularly slap tantalizing
Kofusachi, Kurgess, Sivanah, Shizuru, and Tuskiyo. bounties on the heads of entire kitsune families that
provoke their ire, leading many to avoid Cheliax outright
Devotee Benefits and act wary around Chelexian humans.
B Divine Ability Dexterity or Charisma Rengo communities largely consist of a caravan of
B Divine Font heal people led by the wisest and cleverest among them.
B Divine Skill Nature Rengo kitsune acknowledge that this changes with
B Favored Weapon staff the seasons, however, and are taught as kits to always
B Domains Moon, Nature, Sun, Travel assess the best fox to handle a given problem and to
B Alternate Domains Ambition, Change let that person lead when needed. As a result, Rengo
B Cleric Spells 1st: fleet step; 2nd: guiding star kitsune are constantly electing new leaders, stepping
(Pathfinder Secrets of Magic); 4th: fly. down when they’re outfoxed, and forming small
councils and committees to make the best possible
use out of their greatest resource—themselves.

cultures they travel among, frequently keeping entire Technology


wardrobes of clothing to swap between as they enter Rengo make use of numerous technologies, especially
new lands. Regardless of what they wear, however, ones related to travel. Telescopes and spy glasses are
Rengo clothing always hides secrets that reflect their common tools for navigation and astronomy while
true heritage, such as sewing secret pockets into the nearly all members of a given Rengo community are
hoods of their cloaks to accommodate their ears or literate in Rengo and at least one other language
smal flaps in the back of their trousers for their tails they use for trade, often Taldane. The majority of
to slip through. Rengo kitsune reason that any of their Rengo are similarly able to write in these languages,
ancestry can use the magic of their shape shifting, but and most are able to operate and repair their wagons
it takes true skill and cunning to weave garments that without too much of a hassle. Most Rengo aren’t
shape shift alongside them. Equally popular are clothes much for invention, but one of the joys of traveling
with motifs that evoke vulpine features, such as red- to new places and seeing new things is exposure to
orange scarves with white tips like a fox’s tail. new technologies, and they tend to be passingly
competent with most common technologies found
Language & Dialect throughout the Inner Sea region and beyond. One area
Rengo kitsune often speak numerous languages based Rengo are noteworthy in is knot tying—Rengo kitsune
on where they travel, but especially Dwarven, Elvish, are constantly trying and learning new knots and their
Hallit, Shoanti, Skald, Taldane, and Varisian. Rengo techniques are popular throughout the Sagalands.

46
Traditions practical skills that allow them to live without the
Most Rengo follow these social customs in addition to service of others. For example, most Rengo kitsune
those unique to their community. would agree that it’s better know how to fix their
Birth: Although Rengo culture tends to be carefree, wagon’s wheel than to rely on someone else to do it
the birth of a kit is one place where their traditions for them, as tragedy can strike at any time and leave
become uncharacteristically strict. Rengo believe that them, stranded. This inspires Rengo parents to educate
it is bad luck to name a child before the end of their their children in a variety of useful skills from a young
first month of life due to the dangers that come with age, no matter where they live, and the folk tales they
frequent travel, but also that any bad luck contracted share are full of cautionary stories that pit bumbling,
by a mother can pass on to their child until the day overspecialized humans against crafty kitsune with
that they’re named. As a result, Rengo mothers are enough general knowledge to come out on top in the
expected to refrain from any amount of labor until end. Thusly, most Rengo grow up knowing basic skills
they name their child, with their partner performing all for home repair, cooking, orienteering, foraging, and
chores and physically strenuous actions until the child crafting necessities such as food and simple tools.
can be named. This ceremony is always conducted by
a Rengo soothsayer, who is presented with no fewer Rengo Harrow
than three potential names for the child. Using star Like their Varisian contemporaries, Rengo perform
charts, the Harrow, and pad reading on each of the Harrow readings to divine the future and determine
newborn’s hands and paws, the diviner gives the what secrets lay before them. Rather than use the cards
children the second luckiest name chosen as their exactly as they appear in traditional Varisian mythology,
given name and the luckiest name as a second name; however, Rengo cards discard the Varisian axis system
the remaining name is discarded, never to be used. Rengo cards have two elements: one on the air/void/
Soothsaying: Fortune-telling was sacred to Rengo earth axis and the fire/void/water axis with a card aligned
kitsune long before they migrated to Varisia, as their with “void” on both axises simply being void aligned.
star seers gazed upon the night sky and used the Rengo harrow maintains the six suites of the Varisian
portents written upon the stars to guide themselves harrow (hammers, keys, shields, books, stars, or crowns)
safely across the Crown of the World. During the for a total of 54 cards representing 6 suits of 9 element
Age of Anguish, many believed that to discredit a combinations. However, Rengo often change which cards
fortune-teller was to spit in the face of the safety they are in their decks annually during the Nine Veil’s Festival
had provided one’s ancestors, and even thousands celebrating Sivanah during the month of Neth, as this
of years later few Rengo would speak slander of a festival includes a convocation of Rengo Harrowers who
diviner in their presence unless it was indisputable meet to discuss such things and draw new cards so their
that they lacked the gift. Fortunately, Rengo tend decks and readings don’t become stale and boring.
to be experts in this area, with most having learned
the basics about several different types of fortune- New Skill Feat
telling techniques and having had their fortunes read All characters have access to the following new skill
at most major life milestones, most notably on the feat, not just kitsune.
eve of their thirteenth birthday for good fortune. On
this evening, a diviner blessed by Daikitsu, Desna, or Deck of Darts Feat 1
both prepares a triad of divination techniques for the General Skill
young adult. First, the diviner reads the starts using a Prerequisite trained in darts, trained in Sleight of Hand.
series of charts pertaining both to the Tian zodiac and You can wield cards (such playing playing cards and
the Celestial Caravan of Varisian divination, offering harrow cards) as though each were a dart with the
the child a cup of tea while they work. When the consumable trait, meaning the card is destroyed after
signs are drawn and the cup drained, the diviner uses you Strike using it.
tasseography techniques to read the leaves before If you have a deck box, you can etch runes onto it
performing a Rengo harrow reading for the child, as though it were a weapon, granting it the invested,
ending with a trance wherein the divine produces a magical, and transmutation traits. When you Invest
unique Harrow card just for them that reveals some in the deck box, you can choose one deck of up to
aspect of the child’s future. Even most Rengo think 54 cards, granting Strikes using those cards any
that the automatic writing’s just for show, however. fundamental weapon runes or weapon property runes
Two Hands, Two Paws: According to an old Rengo that are etched onto the deck box. New cards placed
saying, “All you can count on are you own two hands into the deck box don’t gain this benefit unless you
and your own two paws,” reflecting how Rengo value Invest in the deck box again.

47
New Harrower Feats Toss of Towers Feat 4
The following archetype feats are available to all Archetype
characters with the Harrower archetype (Pathfinder Prerequisite Harrower Dedication.
Stolen Fates Player’s Guide). You gain Deck of Darts as a bonus feat. If you already
have this feat, you gain a different 1st-level skill feat
Harrow a Strategem [one-action] Feat 4 that requires trained proficiency with Sleight of Hand
Archetype Flourish Fortune or better instead. Harrow cards that you wield as
Prerequisite Harrower Dedication. darts don’t gain the consumable trait, so they aren’t
You use your harrow deck to divine what fate has in destroyed when you Strike using them.
store for you. Draw a card from your harrow deck. In addition, when you have an active harrow omen,
If the next roll you attempt during this round is one you can trigger Avoid Dire Fate when you fail or
that’s associated with the drawn card’s suite (see critically fail a Strike using a harrow card that you’re
the harrowing ritual in Pathfinder Stolen Fate Player’s throwing as a dart.
Guide), you gain a +1 status bonus to this roll. If your
harrow omen matches the drawn card’s suit, increase Along the Harrowed Path [three-actions] Feat 6
this status bonus to +2. Archetype
If you have an active harrow omen, you can gain this Prerequisite Harrower Dedication.
status bonus as a free action regardless of whether Requirements You have an active harrow omen.
the next roll you attempt is associated with the You can summon a story creature from your harrowed
drawn card’s suite. If you do so, you no longer have deck to fight by your side. Draw a card from your
an active harrow omen. If the next roll you attempt harrow deck, then Cast a 3rd-rank summon animal Spell
is associated with the drawn card’s suite anyway, as a divine innate spell, except you summon a common
double the status bonus you gain creature that has the trait associated with the suite
from this ability, up to +4. of the card you drew, as follows: hammers (animal),
keys (fey), shields (construct), books (monitor), stars
(elemental), crowns (celestial or fiend). After the
creature is summon, you no longer have an active
harrow omen and cannot cast this spell-like ability
again until after your next daily preparations.
Increase the rank of this summon animal spell by
1 for each archetype feat you have from the Harrower
archetype other with a level of 6 or higher, up to a
maximum rank equal to half your level.

Stack the Deck [two-actions] Feat 6


Uncommon Archetype
Prerequisite Harrower Dedication.
Requirements You have an active harrow omen.
Range touch; Target one helpless or willing creature or
one corpse that died no longer than 1 minute ago.
Duration permanent (D).
You transform the target into a harrow card; if the
target is a corpse, you first return it to life with 1
HP and the enervated 1 condition. This card’s
suite matches the target’s highest ability
scores and its elements reflect the target’s
edicts and anathemas, as determined
by the GM. This card is prominently
illustrated with the target’s likeness,
though not necessarily as they
appear. For example, if the target
was shrewed as a fox and was
associated with Dexterity or
Agility, they might appear as an

48
Rengo Harrower
anthropomorphized fox as “The Fox” instead of their
true self. While transformed, the target is a mundane Reading Rengo Harrow
card that can’t act, perceive stimuli, or experience the Rengo harrow is similar enough to Varisian harrow that
passage of time. Anyone who inspects the card can the cards are usable interchangably, utilizing a three
attempt an Arcana, Harrow Lore, or Occultism check by three grid system to denote element just as their
against your Harrow Lore DC. Add +4 to your DC for Varisian counterparts denote rightness. Cards with their
all checks except Harrow Lore checks. If the card is suite on the topmost row are wind-aligned, cards on the
destroyed, the target returns to their original form. bottomost row are earth-aligned, and cards in the middle
O Critical Success: The observer determines that the row are unaligned. Similarly, cards with their suite on the
target has been sealed into the card by a Harrower, leftmost column are fire-aligned, cards with their suite
and how they can be freed. on the rightmost side are water-aligned, and cards in the
O Success: The observer determines that the target middle row are unaligned. Cards that are unaligned on
has been sealed into the card, but not how. both their row and column are void-aligned. This loosely
O Failure: The observer recognizes something’s off corresponds with Varisians in that Nirvana is thought to
about the card, but not what. be in the sky and Abbadon underground, so the Varisian
O Critical Failure: The observer suspects nothing. harrow’s Nirvana/Abbadon axis corresponds to the
Rengo’s Air/Earth axis. Similarly, Varisian philosophy
Strike of Swords Feat 6 about the fires of Utopia’s forges and the chaotic seas
Archetype of the Maelstrom mean that Varisian harrow’s Utopia/
Prerequisite Harrower Dedication, Toss of Towers. Maelstrom axis corresponds to the Rengo’s Fire/Water
When you Strike using harrow cards that you’re axis. Finally the Boneyard, unaligned and in the middle
throwing as a dart, increase the damage die by one of all the Harrow’s planes, corresponds to the Rengo
step (usually d4 to d6). If you have an active harrow notion of Void, the emptiness between spaces. Of
omen when you Strike an opponent using harrow course, the translation between the two isn’t perfect—
cards and get a critical success, you can resolve the Varisian Harrow goes a step further and assigns other
Strike as though your harrow cards had the fatal d10 planes to each combination of axises, such as Nirvana/
weapon trait for that Strike as a free action. If you do, Uptoia being Heaven or Abbadon/Maelstrom being Rifts.
you don’t have an active harrow omen. Rengo harrow simply calls those combinations by their
names, such as firewind or earthwater, though some
Flurry of Flushes [one-action] Feat 10 Rengo harrowers prefer names that evoke composite
Archetype Flourish elements like smoke (fire/wind) or mud (earth/water),
Prerequisite Harrower Dedication, Toss of Towers. further homogenizing the two traditions.
Make two ranged Strikes using harrow cards that
you’re throwing as a dart. If both hit the same creature,
combine their damage for the purpose of resistances
and weaknesses. Apply your multiple attack penalty to Requirements You do not have an active harrow omen.
the Strikes normally. You draw a card. The suit of the card grants new a new
harrow omen.
Rengo Elementalism Feat 10
Archetype Ante of Actions [one-action] to [three-actions] Feat 20
Prerequisite Harrower Dedication. Archetype
You draw upon the elemental alignment of your cards Prerequisite Harrower Dedication.
to increase their power. When you Strike using a harrow You take up to four actions of abilities, which can
card that you’re throwing as a dart, your Strike gains include any of the following: activating any Harrower
the benefit of one weapon rune of your choice, chosen archetype feat, Casting a Spell, or Strike using a harrow
from those belonging to an element that the card you card that you’re throwing as a dart.
threw is associated with as follows: earth (corrosive), If you gain an effect from any ability that you
fire (flaming), void (impactful, available only if the card is activate as part of an Ante of Actions that causes you
void aligned on both axises), water (frost), wind (shock). to no longer have a harrow omen, you gain all such
effects from every action you used during your Ante
Epiphanic Omen [free-action] Feat 12 of Actions. For example, if you Harrow a Strategem
Archetype during your Ante of Actions and choose to apply that
Frequency once per day. action’s bonus to a different roll, your Strikes would
Prerequisite Harrower Dedication, Restore Omen also gain the fatal d10 property from Strike of Swords.

49
Silvertail Kitsune
Physical Appearance Shape Changing
Silvertail kitsune have a tall, lean build that’s gangly Silvertail kitsune who are born and raised in Numeria
compared to other kitsune ethnic groups, especially in almost universally have fox forms over tailless forms,
their hands and paws which are slightly thicker compared as the savages who roam their homeland are seldom
to the rest of their limbs. Most Silvertail kitsune that worth entreating with. Those born without the ability to
have spent any meaningful amount of time in Numeria assume a fox form are usually sent away for adoption.
have scars or ripped ears from tussles with monsters,
local human hunts, or duels with other kitsune. They’re Popular Edicts
also slightly muskier than other kitsune. O Ensure the group’s survival at any cost.
O Entreat with outsiders only as a last resort.
Table: Silvertail Pigmentation O Solve problems by wit first, then by tooth and paw.
Body Part Pigmentation
Body, Limbs, Tail Fur llllllll Popular Anathemas
Chest, Neck, Groin Fur ll O Disrespect a star orb, no matter the owner or make.
Tail Tip, Inner Ear Fur ll O Draw attention to yourself.
Eye Color llll O Take an outsider, especially a human, at their word.

History & Homeland without fox forms. Those who could assume such a
Silvertails are directly related to the Rengo of the guise fled into the wilds of Numeria, never to be seen
Saga Lands, their ancestors having migrated further again by the local Kellids. Meanwhile Renthek’s corpse
east into Ustalav rather than remaining in the likes of was stripped and tossed into the Bonehall as is tradition
modern Varisia, New Thassilon, or Irrisen. These Rengos when a Black Sovereign passes while the rest of the dead
weren’t long for their new home, however, as the fearful were unceremoniously ditched in a mass grave outside
residents of macabre Ustalav quickly mistook their kind of the fortress their ancestors helped build.
for therianthropes and drove them further east into the Modern Silvertails still mostly make the wastes of
Numerian wastes with fire and pitchforks. Numeria their home, but few consort with outsiders who
Numeria was harsh, but might made right in Numeria aren’t kitsune themselves. Prowling almost exclusively
and the families of kitsune who were banished from in fox form on the surface, Silvertails dwell within multi-
Ustalav were welcomed by the land’s disparate tribes level burrow settlements dug from the earth by paw. The
after they helped repel a warband of attacking giants entrances to most of these communities are only large
led by Ur-Thog the Spine-Snatcher. In the centuries enough to be entered by something fox-sized, although
that followed, the kitsune families made a home for most have at least one entrance properly sized for their
themselves in Numeria, assisting in the construction true forms in case of emergencies only.
of the fortress-city Aaramor and becoming known for
their skill at solving the riddles of the strange, gleaming Culture
devices that littered the landscape. Then at some point Shaped by centuries of persecution, Silvertail culture is
between the reins of Ontar and Traskind Elf-Eye, calamity one of brutal pragmatism. While most are sympathetic
befell the kitsune of Numeria. According to Silvertail towards the plights of outsiders to an extent, their
accounts, one of their own remembered as Renthek way of life and generational trauma teaches that those
the Foolish ascended to become the Black Sovereign closest to you are the only people you can ever count on.
of Numeria, ruling over the region’s tribes in his human
guise. After a dozen summers of successfully keeping his Art
secret, the stories claim that Renthek fell in love with a While Silvertails take pride in the aesthetics of the
human to whom he revealed his true form to during a different tools, utensils, and home decor they create,
proposition to wed. Rather than rule by Renthek’s side, such pieces are never simply for show. Every piece
the young man betrayed the kitsune to the masses, of art that a Silvertail artist creates has a utility or
signaling the begin of a period the Silvertails bitterly purpose whose aesthetic has been enhanced rather
call the Broken Promise, a fox hunt that left thousands than simply created for the joy of having made
of Silvertails dead in the streets, most notably those something beautiful.

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Celebrations and Holidays Cuisine
Silvertails put aside the harshness of life in Numeria Silvertails eat whatever they can get their hands on,
for a single fortnight once every five years during doing whatever work is needed to make it palpable to
a month-long festival known as the Nine Moon’s their palettes. Common fare includes farmed insects,
Convocation, or Nine Moons for short. Initially, the lizard meat, potatoes, and greens. Many dishes come
convocation was an opportunity for the leaders of each with recommendations for which form to eat them
Silvertail community to share information with one in as some are considered too gnarly for a kitsune’s
another and provide status reports about different palette but acceptable to a fox’s. Sweet foods such as
ongoings across Numeria, but as each began bringing fruit are almost unheard of in Silvertail cuisine due to
larger and larger entourages to protect them for the the difficulty in harvesting them in a wasteland, but
journey the convocation evolved into a celebration alcohol made from fermented cactus juice is extremely
where all able-bodied kitsune travel to the warren popular and highly potent.
of last convocation’s champion for a massive festival
filled with food, song, and drink. While the leaders Dress
consort and strategy, the civilians make marry, mingle Supplies are scarce in the wastes and Silvertails spend
with and court members of other communities, and most of their time covered in fur either in their true
participate in challenges of cunning and athletics. At forms or their fox forms, so nudity isn’t taboo or even
the end of the festival, a single civilian is crowned the unusual among them. For this reason, most Silvertails
champion of the convocation based on their victory remain nude in fox form and wear the minimum amount
in these challenges, signaling that the next year’s necessary for self-protection while in their true forms.
convocation will be held by that person’s community. Armor is the notable exception to this rule, as Silvertail
warriors adorn themselves in all manner of gleaming
metal armor and leather wrought from the monsters
they’ve personally slain. To this end, a person without
armor is often seen as a person without strength who
has never successfully downed a foe in battle before
and is as naked as a newborn babe.

Folklore, Mythology, & Religion


Much of the Silvertails’ folklore and mythology is the
same as those of Rengo kitsune, save that their stories
often paint humanity in a sinister, pessimistic light as a
means to warn young Silvertails about the dangers of
consorting with humans openly. Numerous folktales
about their people’s exploits in Numeria also exist,
with most featuring what many scholars suspect are
exaggerations about their people’s contributions to
the region’s history. In the most egregious example,
the Silvertails speak of a hero called Azure Eye Silvertail
who reportedly led the Silvertails out of Ustalav by
successfully tricking a horde of peasants into staking
each other using their shape shifting, allowing the
families to safely flee into the wastes. Azure Eye’s
exploits only continue to grow as they brought their
people further into Numeria, culminating with the
kitsune single-handedly slaying a cloud giant with but
a single strike to the nap of its neck and surviving the
ingestion of Numerian fluids. The story claims that
upon doing so, the kitsune’s eyes turned blue, a half-
dozen tails erupted from their spine, and the fur on
each of these tails transmuted into dawnsilver, giving
the ethnic group its name. While no known Silvertail has
truly silver tails, many seek to emulate their ancestor’s
heroics by tasting Numerian fluids, often to fatal effect.
Silvertail Wastelander

51
Language & Dialect Traditions
Most Silvertails are bilingual, but not in the way that Most Silvertails follow these social customs in addition
most would assume. All Silvertails are taught to speak to those unique to their community.
the Silvertail dialect of Hallit as children, since most Birth: The birth of a Silvertail infant is cause for
consider it wise to speak and understand the language great celebration marked by a three-night celebration
of one’s enemies. The Silvertail dialect emphasizes of rancorous howling, yipping, and dancing. Prior
phonemes in a way that gives the language a yapping to the child’s birth, Silvertail mothers spend the last
or barking quality befit of a fox. Unlike Hallit, the trimester of pregnancy in their fox forms exclusively
Silvertail dialect has a written version most commonly and give birth in this form, hoping to pass this form
used for engraving star orbs. Additionally, most down to their child. Children born without the ability
Silvertails leartn a variant of Kitsune Sign Language to become foxes are called oathscarred, and most
that utilizes signs that can be used in a kitsune’s true are sent away for adoption before anyone becomes
form and in fox form, making it cruder than Kitsune too attached to the kit due to how essential the
Sign Language but effective when shape shifted. ability to become a fox is to the Silvertail way of life.
In most cases a contact from Angen is summoned to
Population and Hierarchies take the child to be raised by kitsune parents, but in
About 300 Silvertail communities exist throughout some instances these children are simply left with
Numeria, each with at least two or three dozen kitsune human parents as far south as Cassomir in Taldor to
each. Far larger is the population of about 10,000 be raised as human, leading to a traumatizing surprise
Silvertails who live outside Numeria, mostly along for everyone when these children shape shift for the
the Sellen River in the River Kingdoms and in Angen. first time. Oathscarred who learn to assume fox form
These oathscarred kits who were given away or left later in life are welcomed back with jubilation of a soul
on doorsteps for lacking a fox form thrive from having returned from the dead if the child wishes to return.
better access to nearly every resource imaginable. Fox Fights: When two Silvertails have a dispute that
Although rare, the surest sign of Silvertail heritage is cannot be solved, tradition ordains that the dispute
glowing azure eyes, fur, or both, a sign that the kitsune be settled by tooth and paw. All Silvertail communities
or one of their ancestors imbibed Numerian fluids and have a fighting ring in the heart of their warren where
lived to tell the tale with only minor side effects. such matters be settled, whether a suitor seeks to win
Silvertail communities are organized underneath a the hand of their love from a skeptical parent, a soul
chief who makes most decisions for the community. seeks to defend the honor of his family from a slight,
Most communities also have a star spinner who or something similar. The two kitsune assume their
consults the orbs of deceased community members fox forms, skulk around the edge of the arena thrice
for guidance and to teach the community the oral to the beat of a traditional drum, and battle. Silvertail
history of the Silvertails in a voice of those who lived it. custom forbids that such bouts ever be to the death
and combatants are expected to concede when the
Technology results have been decided and abide by them as the
Silvertail kitsune have a complicated relationship with stance, demeanor, and physical condition of those
technology. On one hand, many feel they don’t need involved is often enough to determine the outcome.
most tools to survive in the wastes. On the other Traditional also forbids star spinners and pregnant
hand, the strange relics that litter Numeria give an parents from participating in such bouts, and any who
unquestionable advantage to any who can master dare attack such a community member should expect
them, and Silvertails are well-equipped to snag such each member of the community to punish them by
treasures out from under human noses because exile, beating, humiliation, or something far worse.
their fox forms make them ideal scavengers that can Possession is the Law: Most Silvertails believe that
squeeze into places that duller human eyes don’t something only belongs to you as long as its in your
notice and bulkier human bodies cannot reach. As possession, so most take care to keep hold of anything
a result, the amount of technology a given Silvertail they don’t want stolen. Since Silvertails spend most of
community has access to varies immensely between their time shape shifted into foxes, this usually means
groups. Some are decidedly low-tech, others have merging said possessions into their body while in fox
skilled enough metallurgists to repair and study the form, which is considered a sensible level of extra
strange armor and weapons of Numeria, alchemists protection against theft. Most Silvertails take this
that hope to unlock the secrets of the mysterious advice so seriously that many refrain from carrying
Numerian fluids, and at least one that lives within the much of anything on their person if they can help
chassis of a 300-foot metallic spider they fixed up. it, preferring to arm themselves with fang and claw

52
rather than weapons that can be stolen and carrying
nothing but a few identifiable baubles of personal New Familiar Abilities
significance visible on their person. Silvertails that While most star spinners solemnly inherit the star orbs
allow themselves to be seen with a significant number of their predecessors after a decade of training, others
of possessions are either flaunting their ability to become star spinners by accident after retrieving a stolen
defend those items against theft or foolish, and many star orb and harnessing the magic and memories within
Silvertails would consider both affronts to be worth a for the first time. Most star orbs that are separated from
good-natured attempt at pickpocketing or two. their star spinners in this manner aren’t so fortunate,
however, and many use the following familiar ability to
Silvertail Star Spinners try and return to their star spinners if separated.
Spiritual advisors and keepers of the star orbs of the Ambassador: Your familiar knows how to act cute or
deceased, most Silvertail kitsune hold high reverence for focused on cue, helping you make a good impression.
star spinners. Utilizing a specialized star metal shell, star Despite being a minion, your familiar gains 1 reaction at
spinners are able to attune their souls to other kitsune’s the start of its turns, which it can use only to Aid you
star orbs, allowing the star spinner to access the star on a Diplomacy check to Make an Impression (it still has
orb’s memories. A star spinner might attune to several to prepare to help you as normal for the Aid reaction,
star orbs at once for this purpose, copying the memories which requires it to participate throughout the activity).
stored within each into their own star orb so the history It automatically succeeds at its check to Aid you with
of their community can be preserved. For this reason, those skills or automatically critically succeeds if you’re
Silvertail kitsune almost always learn to form star orbs so a master of the skill in question.
their memory can be added to the community’s records. Roll: Your familiar gains a Speed of 25 feet. It gains a
So important is this process in Silvertail culture that in the +15 foot circumstance bonus to its Speed when moving
event a community’s star spinner dies without a suitable down an incline and a –15 foot circumstance penalty when
successor, the community effectively ceases to exist moving up one. Your familiar can only choose this ability if
until they name a new star spinner. A star spinner’s star it doesn’t normally have a Speed, such as a star orb.
stone only lasts about a month after their demise unless Second Opinion: Your familiar is your academic
adopted by a new star spinner; should the community’s confidant. Despite being a minion, your familiar gains 1
starstone darken permanently, they slowly splinter in reaction at the start of its turns, which it can use only
search of a new community capable of immortalizing to Aid you on a Recall Knowledge skill check for a skill
their memories and history in accordance with tradition. in which it has the skilled familiar ability (it still has to
prepare to help you as normal for the Aid reaction). It
Star Spinner Archetype automatically succeeds at its check to Aid you with
Kitsune have access to this archetype. those skills or automatically critically succeeds if you’re
a master of the skill in question. Your familiar must have
Star Spinner Dedication Feat 2 the skilled ability to select this.
Archetype Dedication Snoop: Your familiar keeps its eyes and ears open,
Prerequisites Star Orb. ready to relay every snippet of gossip it catches, helping
You’ve discovered how to encase your star orb in a you gather information. Despite being a minion, your
contraption that enhances its abilities. You are trained familiar gains 1 reaction at the start of its turns, which it
in spell attack and spell DC and you star orb gains can use only to Aid you on a Diplomacy check to Gather
the flier pet ability; this doesn’t count against your Information (it still has to prepare to help you as normal
usual limit of familiar abilities (typically 2). Your star for the Aid reaction, which requires it to participate
orb gains a one or more additional familiar or master throughout the activity). It automatically succeeds at its
abilities that don’t count against your usual limit based check to Aid you with those skills or automatically critically
on the material its star spinner case is constructed succeeds if you’re a master of the skill in question.
from, as listed below. You can Retrain to change what Threat Display: Your familiar helps you convey
this case is constructed from. wordless threats through body language. Whenever you
You also gain a shooting star ranged unarmed Strike attempt an Intimidation check to Demoralize a creature,
while your star orb is within 1 Square of you, has at if your familiar is within 30 feet of your target and can
least 1 Hit Point, and isn’t dead, dying, immobilized, act, it accompanies you with snarls, hisses, or raising
paralyzed, prone, stunned, or unconscious. This its hackles. If it can do so, you don’t take the normal –4
unarmed attack has a range equal to your star orb’s penalty on the Intimidation check if your target doesn’t
fly Speed, deals 1d4 bludgeoning damage, and has understand the language you’re speaking.
the magic and manipulate traits. Your shooting star

53
unarmed attack belongs to the sling weapon group. While possessing your star orb, you can’t take any
Each time you Strike using your shooting star unarmed actions that a familiar with its abilities couldn’t take.
attack, the star orb is forcibly moved back to your You also gain access to the Living Monolith
space, allowing you to Strike with it again. archetype (Pathfinder Lost Omens World Guide) and
O Abysium: Your star orb gains the independent can select Living Monolith Dedication and any feat
familiar ability. It can use its action to Interact with that lists it as a prerequisite as though they were
itself, causing your shooting star unarmed attacks Star Spinner archetype feats and vice versa.
to deal 1d6 additional poison damage on a success. O Magnetic: Your star orb gains the toolbearer and
On a critical success, the target is also sickened 1. valet familiar abilities, even if it doesn’t have the
O Adamantine: Your star orb gains the tough familiar manual dexterity pet ability; a star orb without
ability. Its also has Hardness equal to 2 × the number manual dexterity can only carry tools and valet
of star spinner archetype feats you have that aren’t items that are magnetic, such as those made of iron.
dedication feats, up to your level. O Siccatite: Your star orb gains resistance against cold
O Bone: Your star orb gains the manual dexterity and and fire equal to half your level.
master’s form familiar abilities. If it doesn’t have the O Starmark: Your star orb gains the absorb familiar
speech familiar ability, it can’t speak or understand master ability, except you can Interact as a single
language while transformed. action to transform your star orb back into a familiar.
O Clockwork: Your star orb gains one familiar, master, This counts as Interacting to draw a weapon for the
or pet ability of your choice. It is immune to bleed purpose of feats like a rogue’s Quick Draw, but any
and necromancy, has weakness to your level against subordinate Strike you make with such abilities must
electricity, and is unconscious unless you spend 1 be with your shooting star unarmed attack.
minute winding it using a unique key only you can O Steel: Your star orb gains any two familiar or master
use. This is an Interact action, and once wound abilities of your choice.
your star orb remains active for 24 hours before
becoming unconscious again. Enemies can attempt
to disable your star orb, with a standard DC for your
level to Disable Device, to reduce the remaining
operational time by 1 hour (or 2 hours on a critical
success). Abilities that adversely affect technology
might also reduce your star orb’s operational time,
as might certain familiar abilities.
O Dawnsilver: Your star orb gains the accompanist
familiar ability. When you Strike a concealed target
using your shooting star unarmed attack, reduce
the flat check DC to affect it to DC 3.
O Djezet: Your star orb gains the familiar focus master
ability. Additionally, choose one divine cantrip. You
can cast the chosen cantrip as an innate spell.
O Greenwood: Your star orb replaces its construct
familiar ability with the plant familiar ability and
gains the focused rejuvenation and plant form
familiar abilities. When you cast a divine spell that
you gained from a star spinner archetype feat or a
kitsune ancestry feat, you can replace the spell’s
divine trait with the primal trait.
O Inubrix: Your star orb gains the burrower familiar
ability and can burrow through metal. Your shooting
star unarmed attacks ignore partial cover and cover
from metallic creatures, objects, and structures.
O Ka Stone: Your star orb gains the share senses
master ability. You can cast possession as a divine
innate cantrip at will, except you can only target
your star orb with this spell and your star orb gets an
automatic critical failure on its Will save if its willing.
Silvertail Star Spinner

54
Bonded Minds Feat 4 backstabber, deadly d6, forceful, nonlethal, ranged
Archetype trip, or sweep. Anytime you Retrain to change which
Prerequisites Star Spinner Dedication. chassis you chose with the Star Spinner Dedication
Your empathic bond with your star orb strengthens, feat, you can also change which weapon trait you’ve
allowing you to communicate by touch. Your familiar chosen with this feat.
gains the touch telepathy familiar ability; this doesn’t
count against your usual limit of familiar abilities. Storbage Space Feat 4
You can Interact with your star orb to deposit your Archetype Extradimensional
memories within it. You can record up to 1 minute Prerequisites Star Spinner Dedication.
of memories for every round you spend pondering You’ve modified your star orb to store items. Your star
the orb, or you can spend 8 hours creating recording orb possesses an extra-dimensional space that can hold
every memory you have all at once. The star orb has one invested item or any number of consumables, up
general knowledge of the memories stored within to a total amount of Bulk equal to the number of star
it but not perfect recall. It gains mindlink as a divine spinner feats you have (or half your level, whichever is
cantrip using your proficiency and key Attribute, but lower). If you Craft an item that you can store within
the only information it can transfer using this spell are your star orb or use an action that Crafts something as
memories you’ve recorded in it. You can ponder the a subordinate action, you can store that item as part
orb to help you Recall Knowledge. of the action to Craft it if your star orb is within reach.
Ponder the Orb [one-action] (concentrate). Requirement If you’ve Invested an Item that you store within
Your star orb is within your space. Frequency once your star orb, you gain its benefit as though you were
per 10 minutes. Effect You Recall Knowledge about wearing it while it’s stored and it continues to count
something you’ve encountered before with a +1 against the total number of items you can invest in. If
status bonus. This increases to +2 if you’re a master in you’ve stored a consumable in your star orb, you can
whatever skill you’re using to Recall Knowledge. Interact to use that item as though you were holding
it in your hand as long as your star orb is within reach.
Communal Keeper Feat 4 Store Item [one-action] (concentrate, manipulate) Requirements
Archetype There is room for an item in your star orb and your star
Prerequisites Star Spinner Dedication. orb is within reach; Effect One consumable or invested
You’re able to keep a community’s worth of star orbs item with a Bulk up to the feat’s limit vanishes into
by your side. You can have multiple star orb familiars your star orb’s extra-dimensional space.
at the same time, up to one per tail you have. Each of Retrieve from Storage [free-action] (concentrate, manipulate)
your star orbs has its own familiar and master abilities, Requirements An item is stored in your star orb, it is within
but only one of them is your active familiar; the others reach, and you have a free hand; Effect One item stored in
are inanimate jewels with light Bulk that provide no the star orb appears in your hand. Neither Store Item nor
benefits until you Star Spin to make one of them your Retrieve Item can be activated again for 1 minute.
active familiar. Only your active familiar benefits from
any extra familiar, master, or pet abilities provided Shooting Comet Feat 4
by your class features (such as those from a witch’s Archetype
familiar) or feats, and you can’t use an inactive star orb Prerequisites Star Spinner Dedication.
to make a shooting star unarmed attack. Your star orb moves with blinding speed. Your star
Star Spin (concentrate, exploration, manipulate). orb gains the fast movement pet ability; this doesn’t
Effect You spend 1 minute activating a different count against your usual limit of familiar abilities.
star orb, switching your active familiar for another of Your shooting star unarmed attack gains one of the
your star orb familiars. Your previous active familiar following traits of your choice: agile, concussive
becomes inactive until you Star Spin to make it your (Pathfinder Guns & Gears), or forceful. Anytime you
active familiar again. Retrain to change which chassis you chose with the
Star Spinner Dedication feat, you can change which
Razorb Protrusions Feat 4 trait you’ve chosen with this feat.
Archetype
Prerequisites Star Spinner Dedication. Translate Star Feat 4
You’ve covered your star orb’s chassis with mechanical Archetype
devices that deploy sharp razors at a moment’s notice. Prerequisites Star Spinner Dedication.
Your shooting star unarmed strike gains the versatile P Your star orb can communicate linguistically. Your star
or S trait and one of the following traits of your choice: orb gains the speech familiar ability and knows one

55
additional language that you don’t; this doesn’t count O Merstarnary: Your star orb gains the threat display
against your usual limit of familiar abilities. You can familiar ability and the skilled familiar ability with
cast 2nd-rank translate as a divine spell once per day Intimidate. You can cast true strike as a divine
while your star orb is within reach, targeting yourself. innate cantrip.
O Ministar: Your star orb gains the restorative
Shapechanger’s Star Feat 6 familiar master ability and the skilled familiar
Archetype ability with Religion. You can cast heal as a divive
Prerequisites Star Spinner Dedication. innate spell heightened to half your level.
Your star orb can drastically change its form. The star O Superstar: Your star orb gains the accompanist
orb gains the manual dexterity and master’s form familiar ability and the skilled familiar ability with
familiar ability; this doesn’t count against your usual Society. You can cast summon instrument as a divine
limit of familiar abilities. If your familiar doesn’t have innate cantrip.
the speech familiar ability, it can’t understand or speak
any languages while transformed. Spell Battery Feat 6
If you have a change shape ability, your star orb Archetype
can assume any form that you can assume using Prerequisites Star Spinner Dedication, spellcasting.
your change shape ability, including additional forms Your star orb fuels your ancestral magic. Your star orb
allowed by your heritage and ancestry feats, utilizing gains the spell battery master ability, even if you don’t
the effects of that ability except your star orb still can’t meet its requirements. This doesn’t count against
take any actions that a familiar couldn’t. It still has the your usual limit of familiar abilities. Additionally, if
same age, gender, and build you would when assuming your star orb has the innate surge familiar ability, you
these forms, Maintains a clearly unnatural remnant of can use that twice per day and can use it to replenish
its nature, and is purely cosmetic as described by the innate spells from star spinner archetype feats.
master’s form familiar ability.
Starspun Shield Feat 6
Speaker for the Stars Feat 6 Archetype
Archetype Prerequisites Star Spinner Dedication.
Prerequisites Star Spinner Dedication, Communal Your star orb protects you from harm. While your star
Keeper. orb is within reach, you gain the Shield Block general
Your star gem contains the spirit of its original kitsune, feat. Your star orb counts as a shield you are wielding
which you’re able to harness. Assign one of the with Hardness 10, increasing to 15 at 10th level, 20
following identities to each of your star orbs. When at 14th level, and 25 at 18th level; when you Raise a
that star orb is your active familiar, it gains the familiar Shield using your star orb, you gain a +1 circumstance
abilities associated with its identity and grants you the bonus to AC. Hit Point damage done to your shield is
ability to cast the listed spell as a divine innate spell; dealt to your star orb if you raised it. Your star orb can
this doesn’t count against your usual limit of familiar block the force barrage spell, as a shield spell.
abilities and if this spell is a ranked spell, you can cast it Despite being a minion, your star orb gains 1 reaction
once per day. The GM can devise additional identities at the start of its turn, which it can use to trigger your
for your star orbs with custom abilities and spells. Shield Block feat if it’s raised. Your star orb can only
O Advisetar: Your star orb gains the second opinion trigger Shield Block to protect you, not itself.
familiar ability (Pathfinder Lost Omens Grand Bazaar)
and the skilled familiar ability with one skill of your Starspun Spellstrike Feat 8
choice. You can cast guidance as a divine innate cantrip. Archetype
O Aristarcrat: Your star orb gains the ambassador Prerequisites Star Spinner Dedication.
familiar ability (Pathfinder Lost Omens Grand Bazaar) You gain the magus’s Spellstrike activity (Pathfinder
and the skilled familiar ability with Diplomacy. You Secrets of Magic). You can only use your Spellstrike
gain sigil as a divine innate cantrip. with a Strike using your shooting star unarmed attack,
O Beastar: Your star orb gains the kinspeech familiar and the infusion of spell energy into this attack grants
ability with vulpine animals and the skilled familiar your shooting star unarmed attack whichever tradition
ability with Nature or Survival (your choice). You trait the spell you infused into your Spellstrike has
gain gouging claw as a divine innate cantrip. (arcane, divine, occult, or primal). You can recharge
O Gangstar: Your star orb gains the partner in crime your Spellstrike as an activity that takes 1 minute or
familiar ability and the skilled familiar ability with whenever you cast an innate spell you gained from an
Thievery. You can cast knock as a 2nd-rank divine spell. ancestry feat or a star spinner feat.

56
Star Surfer Feat 8 such as adamantine or dawnsilver, your unarmed attack
Archetype gains the properties of that special material and counts
Prerequisites Star Spinner Dedication, master in as having been constructed of it for the purpose of
Acrobatics, Steady Balance. overcoming resistances and triggering weaknesses.
After hours of embarrassing practice you’ve learned
how to balance atop a star orb and use it to fly. You can Stellar Locus Stance Feat 12
Mount your star orb even if you don’t meet the usual Archetype Stance
requirements for this action by carefully balancing Prerequisites Star Spinner Dedication.
atop it. Each time you or your star orb take damage You enter a stance that allows you unparalleled control
or are affected by a hostile action that would end an over your star orbs. While you are in this stance, your
invisibility spell while you’re Mounting it, attempt a DC shooting star unarmed attack’s range increases to
30 Acrobatics check to Balance. twice its fly Speed and each time you Strike using your
O Success: You remain Mounted on your star orb. shooting star unarmed attack, you can choose any
O Failure: You are no longer Mounted on your star orb Square within 25 feet of you as the point of origin for
and fall off, but you can try to Grab an Edge and stay the attack for all purposes, such as determining line of
mounted if you get a success or a critical success. sight, line of effect, range increments, and cover.
O Critical Failure: You are no longer Mounted on your
star orb and cannot Grab an Edge. Star Pupil Feat 12
Archetype
Superior Storbage Feat 8 Prerequisites Star Spinner Dedication, Speaker for
Archetype the Stars.
Prerequisites Star Spinner Dedication, Storbage. You’ve formed a deeper connection with the kitsune
Increase the total number of items that you can store spirit that resides within your star orb, allowing it to
inside your star orb to by 1 per star spinner archetype come to your aid when you need it most. Your active
feat you have that isn’t a prerequisite of this feat, star orb gains the spellcasting familiar ability even if
up to a maximum of half your level. In addition, you you don’t meet its prerequisites; this doesn’t count
can store any kind of item in your star orb, not just against your usual limit of familiar abilities. Instead of
consumable and invested items, though you receive casting a spell from your repertoire, you can choose
no additional benefits for storing other kinds of items any spell that’s at least 5 ranks lower than half your
in your star orb. level and is on the same spell list as the innate spell
you gained from the Speaker for the Stars feat.
Meteor Shower [two-actions] Feat 10
Archetype Flourish Shooting Star Orbit [three-actions] Feat 14
Prerequisites Star Spinner Dedication. Archetype Flourish
Make two unarmed Strikes using your shooting Prerequisites Star Spinner Dedication.
star unarmed attack. If both hit the same creature, You attack all nearby adversaries using your star orb.
combine their damage for the purpose of resistances Make a ranged Strike using your shooting star unarmed
and weaknesses. Apply your multiple attack penalty to attack against each enemy within the attack’s first
the Strikes normally. range increment. Each attack counts towards your
multiple attack penalty, but do not increase your
Reinforced Chassis Feat 10 penalty until you have made all your attacks.
Archetype Flourish
Prerequisites Star Spinner Dedication. Star Orb Champion Feat 20
You’ve strengthened your star orb’s chassis. Your star Archetype
orb gains one of the following pet or familiar abilities Prerequisites Star Spinner Dedication.
of your choice: major resistance, resistance, or tough; You’ve become a paragon among star spinners. Your
the familiar must meet this ability’s prerequisites and star orb gains any two familiar, pet, or master abilities
this ability doesn’t count against your usual limit of of your choice; these don’t count against your usual
familiar abilities. Anytime you Retrain to change which limit of familiar abilities. Any innate divine spells you
chassis you chose with the Star Spinner Dedication gain from this archetype heighten up to 10th-rank
feat, you can change which familiar or pet ability and your are permanently quickened 1; you can use
you’ve chosen with this feat. this action to cast a divine spell from this archetype,
If make a shooting star unarmed attack using a star activate an ability from this archetype, or Strike using
orb whose chassis is constructed from a special material your shooting star unarmed attack.

57
58
Kitsune of Casmaron
Beware the foxes that come out at night Kitsune dwell throughout Casmaron’s expanses, calling
On the steppe under glow of pale moonlight. everyplace from the Impossible Kingdom of Vudra to
They’ll dance and they’ll sing, and they’ll burn a fire the Grass Sea to the Padishah Empire of Kelesh their
With colors revealing their true desire. home. Some even dwell in the Parchlands, though not in
If flame’s embers glow green, great numbers due to the region’s scarce resources and
Worry not about what you see. abundance of monsters. Casmar kitsune prefer simple
These foxes share their food and drink living among the region’s resplendent natural vistas,
And ask in return but a tale or three. though they are no less fond of pranks or mischief as
But if the fire burns blue, kitsune from other lands if it suits them. Known for
Run, and run with haste. their bombastic, passionate personas and their cultural
For though they have food and drink to spare, fondness for dancing, some believe them to be wicked
What they really want from you is a taste. fox spirits that possess hardworking folk, forcing them
to keep much of their exuberance to themselves.
This is hardly the case in Vudra, however, where their
—Kara Tribe Poem on the Foxes of the Green Sea supernatural shape shifting abilities are just another
Author Unknown Oathday sight rather than anything worthy of panic.

Biradi Ilaepou
Nomadic kitsune who live upon the backs of horses, the Found exclusively in the island nation of Iblydos, the
Biradi kitsune claim to have wandered forth from the Ilaepou kitsune are loosely related to the Angen of
Crying Jungle ages ago and have continued to skulk Avistan, who migrated there by following the southern
the Grass Sea ever since. Biradi kitsune don’t construct shores of the modern Padishah Empire of Kelesh. Largely
permanent settlements and typically don’t dwell in or living with the lush Iblydan wilds, these kitsune dig out
near those of other Species; they travel wherever their burrowed homes for themselves that appear simple from
horses roam, searching for fertile grounds for hunting the outside, but within are monuments of shimmering
and gathering and trade whatever they don’t need to limestone, marble, and other fine stonework. Ilaepou
passer-byers for vegetables and other resources, usually kitsune don’t shy away from interactions with Iblydan
preferring to assume human guise when doing so. This humans, but neither do they go out of their way to
has lead to many of the Great Tribes regarding Biradi frolic with the humans and their hero-gods, instead
kitsune with unease, resulting in numerous superstitions. tending to their lands by day and throwing all manner of
Nations: Karazh, Vudra. debaucheries by nightfall.
Settlements: Ular Kel (Karazh). Nations: Iblydos
Settlements: Aelyosos (Iblydos).
Dijori
Dwelling in many of Casmaron’s mountain ranges and Inpaji
wastelands, Dijori kitsune are prominently found in Native to the Impossible Kingdoms of Vudra, Impaji
the Casmar satrapies of the Padishah Empire of Kelesh kitsune make up a small percentage of the nation’s
as well as the Grass Sea of central Casmaron. Few population and their status as shape shifters hardly makes
Dijori kitsune dwell within major settlements despite them among the oddest of the Impossible Kingdom’s
the abundance of cities and towns across the Empire residents. According to legends, they and all kitsune
of Kelesh’s numerous satrapies. Instead, Dijori are peoples of Casmaron hail from Vudra’s Crying Jungle,
known for building vertical villages along the empire’s the most verdant woodland on the entire continent
southernmost mountains bordering the Obari Ocean, of Casmaron, and to this day most Inpaji kitsune settle
descending for a spell to mingle with peoples of other along its shores, often in small villages they’ve hidden
ancestries and gather supplies before returning to their from site or within major human metropolises where
mountainous homes. their activities are hardly deemed unusual.
Nations: Karazh, Padishah Empire of Kelesh Nations: Jalmeray, Lipror, Vudra
Settlements: Azad (Vudra), Dharget (Vudra), Gurat Settlements: Indapatta (Vudra), Jayat-Von (Vudra),
(Qadira), Isfahel (Empire of Kelesh), Naamat (Qadira). Oashwhara (Vudra), Radripal (Vudra), Vrushailai (Vudra).

59
Biradi Kitsune
Physical Appearance Shape Changing
Taller and burlier than kitsune of other ethnic groups, Most Biradi kitsune have tailless forms that resemble
Biradi kitsune have long ears and wide paws. Where Kara humans on account of their horse culture, as it’s
most kitsune have solid fur pigmentations, Biradi often rather difficult to ride a horse while in the form of a
have speckled patterns in the places at the border common fox. That being said, fox Biradi enjoy easy travel
between the white fur of their chest and groin meld during the wetter months that mar travel by horseback.
into the rest of their torso, as well as where the darker
fur of their forelimbs meets their upper limbs. Biradi Popular Edicts
grow thick, silky winter coats when the weather cools. O Always have your fellow traveler’s back.
O Provide hospitality to any who seek it, even enemies.
Table: Biradi Pigmentation O Treat your animals better than your brother.
Body Part Pigmentation
Body, Limbs, Tail Fur lllllll Popular Anathemas
Chest, Neck, Groin Fur lllllll O Abuse or misuse a horse or a similar beast of burden.
Tail Tip, Inner Ear Fur lllll O Leave a warm meal uneaten.
Eye Color llllll O Take someone’s life when a trick will do.

History & Homeland established humans. A genius tactician, Kjaro organized


While the nomadic lifestyle of the Grass Sea is certainly small bands of kitsune tricksters to wreck havoc upon
not for the faint of heart, for the Biradi the inherent their antagonists, using their shape shifting abilities to
freedom of the wide steppe, far away from stagnant infiltrate the raiders’ ranks in order to steal supplies and
city life, is a siren song that simply could not be ignored. horses, all while spreading stories of ruthless fox demons
Related to the Rengo kitsune of Avistan, Biradi legends that beset the camp in the dead of night, bewitching
claim that their ancestors traveled by way of caravan the humans to slumber through the assault. Such tales,
south from Angen during the Age of Anguish after the combined with a handful of strategic victories, convinced
chill of a three years winter thawed into modern-day not only the raiders, but all of the Grass Sea of their
Qadira, crossing the treacherous Parched Lands and the strength. This deception is one that most Biradi are keen
Windswept Wastes until they reached the plains of the to keep, less their families by subjected to harassment
Grass Sea, stretching for hundreds of miles south of the once more. Thus the Biradi skulks of the Grass Sea have
Castrovin Sea. By then, their caravans had broken save been left alone by their human neighbors for thousands
for their horses and all that they owned was carried upon of years. When forced into battle, Biradi typically call upon
their backs. They learned from the Kara horse tribes of their foxfire, which glows an eerie green, to terrify their
Grass Sea how to fend for themselves by using their foes into submission without ever having to draw a sword.
shapeshifting to ride among them, freeing their horses Although skilled in combat, Biradi prefer to avoid conflict
and roaming with them and their herds from one green whenever possible, often assuming alternate forms when
pasture to the next. Over countless generations, the faced with an overwhelming foe so they can slink off into
Biradi learned the ways of the long grass, their traditions the tall grasses with their enemies being none the wiser.
transforming into what they are today. Few permanent settlements exist in the Grass Sea, but
Life in the Grass Sea is not for the faint of heart. In none that do belong to Biradi kitsune. While a few souls
addition to constantly needing to gather resources and might station themselves in the likes of Ular Kel so they
move their temporary settlements from grazing site to can monitor the horse tribes’ movements and politics,
grazing site, raiders haunt the grasslands, poised to steal the vast majority of Biradi kitsune dwell as nomads
all that the horse tribes of Casmaron hold dear. Though exclusively, never wishing to tether their paws down to a
gentle by nature, the Biradi use trickery and deceit to particular place. Biradi oral histories and stories tend to
project a reputation of fearlessness and ruthlessness, a romanticize this lifestyle, with many praising heroes who
tradition that started with a legendary Biradi leader by the forgo even the comforts of a warm tent in favor of living
name of Kjaro Nahn towards the end of the Age of Anguish. simply beneath the stars with nothing but a meal in one’s
In those times, Biradi skulks were beset constantly by Kara belly, the stars above to guide them to the world’s next
raiders, their strength insufficient to fend off the better wonder, and a horse at one’s side to carry them there.

60
Culture Cuisine
Preferring the freedom of the open sky and endless Proper vegetables are scarce in the Grass Sea and the
grasses to the fetters of settlement, Biradi kitsune have land isn’t well-suited to agriculture, so most Biradi
a uniquely nomadic lifestyle that they pursue from the food consists of whatever they can hunt, gather, or
backs of their trusty steeds. raise from the animals they herd and doesn’t have
much spice. Biradi food consists of meat, animal fats,
Art and dairy products from the five “snouts” they herd:
Most Biradi art consists of physical objects that can camels, cattle, goats, horses, and sheep. Flour for
be easily carried around with the community as they special dumplings is typically made from wild rice and
graze their livestock throughout the Grass Sea. Most the occasional wild greens are used.
paintings and tapestries are wrought upon the felt
gers that they use as temporary structures or fanciful Dress
party clothing that is worn for special celebrations, Biradi kitsune wear traditional clothing woven from
since these items are necessities and need to be cotton or wool. Deels covering sturdy cloth tunics
carried from place to place regardless. Painted vases, and trousers are the most common, often paired with
rugs, and blankets are popular for similar reasons. upturned boots designed to keep the wearer’s feet
Beyond the fine arts, Biradi are best known for their secured in a horse’s stirrups that are designed to fit
epic sonnets, fast-paced dances, and spirited songs the digitigrade paws of a kitsune’s original form and
since such things require no effort to transport. magically adjusted to suit human’s feet should the
kitsune adopt a Kara tailless form. For special occasions
Celebrations and Holidays
Biradi kitsune celebrate a multitude of holidays in
honor of numerous deities and celebrations, but none
are as beloved as Long Night, which occurs every
Kuthona on the shortest day of the year. For about
two weeks prior, every Biradi kitsune across the Grass
Sea makes their way south towards the mountains
that separate the Grass Sea from the Embari Ocean,
relying on the region’s higher altitudes to ensure a
drier winter. There they erect their gers and other
temporary structures for the coming winter, with few
tribes daring to pack up and roam before the spring
thaw. Each tribe contributes shares of foodstuff for the
winter—dried meats and berries, hay and wild oats for
the horses, and other preserved foods. As the sun sets
and Long Night finally arrives, all the Biradi tribes of
the Grass Sea ignite torches with their foxfire and use
them to illuminate their winter grounds with an eerie
blue and green blow. A grand feast in honor of the past
year’s milestone’s is held where newborns joining the
Long Night for the first time are presented with bison
bone battles and woolly garments, newly weds are
presented with fine gifts of fur and silk from the Kara
Trade Palace in celebration of their first Long Night as
married kitsune, and the newly departed are mourned
and honored with the sharing of stories of their lives
before they’re cremated on the Long Night’s Pyre and
their ashes scattered across the winter grounds. Once
the milestones have been celebrated, the rest of the
evening is devoted to rancorous feasting and dancing,
complete with music and merriment of such extremity
that most younger foxes end the night stripped of
their winter clothes, warmed instead by copious
amounts of arkhi and physical exertion.
Biradi Warrior

61
Population and Hierarchies
Nine Reeds Believed to number in the tens of thousands, the
Rather than devote themselves to a single deity or Rather than roam in large numbers, the nomadic
entity, Biradi kitsune practice an animistic philosophy Biradi have strict rules regarding the size of their travel
called Nine Reeds that descends from a blending of bands, called skulks. Each traveling skulk has three to
Souko tenets and Kara values. Each of the Nine Reeds four kitsune families numbering two to three dozen
represents the perfection of an ideal that collectively each, meaning most roaming Biradi bands count about
comprise the perfect soul—hospitality, asylum, justice, 20 to 30 people among them. These skulks are then
courage, loyalty, equity, kindness, respect, and honor. further organized into one of 39 Biradi tribes based
One who lives true to the Nine Reeds is believed to on common cultural touchstones and shared ancestry,
fully understand and appreciate their livelihood and but membership in a given tribes is more about
the interactions they have with the world around them. shared experience than blood. Biradi kitsune are able
According to this philosophy, it is only through living true to pass easily from tribe to tribe if they so choose, a
to these virtues that one can grow additional tails, and practice done most often during the winter months
that every kitsune is born perfectly embodying one of when the tribes gather to wait for the spring thaw.
the Nine Reeds (their first tail). Despite being a product Transfer between tribes most commonly happens
of the culture of the Grass Sea, the philosophy has clear when one kitsune marries into another tribe, though
Daikitsun underpinnings, as the philosophy assigns a many simply decide to swap back and forth between
name to each reed that evokes one of the Bright Grains. tribes on a yearly basis, spending one season with one
Edicts Strive to better yourself, understand your partner’s tribe and the next with the other’s.
needs and those of the people around you.
Anathema Stagnate in your quest for perfection, deny Technology
someone one of the Nine Reeds. Nomadic life on the Grass Sea has left Biradi kitsune
with very little in the ways of technology, their people
Devotee Benefits largely relying on the same technologies that saw
B Divine Ability Wisdom or Charisma their ancestors across the Parchlands and to their
B Divine Font heal current homeland thousands of years ago. That isn’t
B Divine Skill Society to say that Biradi technology is simplistic, however.
B Favored Weapon staff The best example of Biradi ingenuity is in the felt
B Domains Family, Nature, Perfection, Protection gers that serve as their temporary homes each night.
B Alternate Domains Creation, Introspection These portable, circular dwellings are works of careful
B Cleric Spells 1st: sanctuary; 2nd: clear mind; 4th: craftsmanship that have secret messages recognizable
dreaming potential. to other Biradi woven into their coverings that identity
the group as kitsune in disguise.

Traditions
such as weddings and the Nine Reeds festival, most Most Biradi follow these social customs in addition to
adult Biradi kitsune keep a deep spun from painted silks those unique to their community.
and precious metals like gold and dawnsilver and adorn Birth: The birth of a kitsune kit is always seen as
their bodies with pearls taken from oysters fished from a good blessing to the Biradi, and immediately after
the Castrovin Sea. Pearl earrings are popular choices, being born it is tradition that the child be washed with
as are strung headdresses that are born underneath the melted snow taken from the first snowfall at the
traditional headgear. Biradi kitsune have different last season’s winter grounds, which is traditionally
headdresses for different occasions, from black veiled melted by a Biradi shaman during a special ceremony
hats worn for funerals to colorful hats with cone-shaped and infused with essence of foxglove and mint. In
tops with 39 stitches per stoke, representing the unity giving ablution to a child using water from the last
of the 39 Biradi tribes of the Grass Sea. gathering’s snows, the Biradi believe that the child is
being welcomed into the 39 tribes. Once the child has
Language & Dialect received this ceremony, a second ablution is planned
Biradi kitsune speak a dialect of Casmar that involves within two weeks of the child’s birth. This celebration
significant numbers of yips and screeches called Biradi. consists of a simple feast of dairy, cooked meats, and
Although easily understood by the Kara of Casmar, fermented mare’s milk for adults. A shaman washes
specific phrases often have double meanings and can the infant again, this time in milk tea or meat broth for
be difficult for the uninitiated to follow. strength and sanctification. Once the child has been

62
washed twice, the parents present a silken scarf to the fox demons has waned in recent generations, many
person who will give name to their child—it’s seen as Kara flog Biradi to death when they discover them
bad luck for a parent to name their own child. Some and openly raid their settlements and encampments
families choose to allow the fates to pick the child’s should they stumble across them, with the cruelest
name, inviting the community to write names on slips humans among them actively skinning the kitsune’s
of paper that are selected at random from a vase. pelts to use as elaborate cloaks or banners. Biradi
Either way, the name is always gender neutral and kitsune need to be vigilant against such attacks by
once selected, the name’s masculine form is whispered necessity and train constantly throughout their lives
into the child’s left ear and its feminine form into to handle a variety of different weapons and tactics
their right; the Biradi believe that half of all people’s for defending themselves. Not only do Biradi work
minds is masculine and the half is feminine, and as a to keep themselves honed for battle at any moment,
result every Biradi has a gender neutral name that can they also work to keep other kitsune vigilant as well.
be modified by one of several traditional suffixes to Should a Biradi band happen upon a sleeping or
denote whatever gender the person chooses in life. otherwise lax group of fellow kitsune, a mock raid
Young Biradi train constantly in the ways of their often results with the ambushing foxes testing their
people, especially in the use of foxfire. While a Biradi’s fellows’ vigilance and cunning. Rather than pose
foxfire can be any color, same as any kitsune, most any real threat of harm or death, the kitsune wreck
conjure motes of flame in shades of green reflecting mischief upon the lax by restraining the unprepared,
the gently swaying reeds of the Grass Sea that is their swiping their clothing or gear, and performing other
home. Many Biradi learn to brandish their flames as humiliating acts such as sticking wet fingers into their
a weapon in combat, but it’s most often used as a ears or sloppily kissing them, though generally more
guiding light to gently drive the skulk’s herds or for intimate pranks are kept between kitsune with more
lighting fights after the sun sets. Masters of Biradi intimate relationships. Such raids exist not only to
foxfire can produce calming blue flames that exude keep each kitsune tribe sharp and diligent, but also
healing magic rather than burning heat. Much to to help maintain the illusion of the warlike reputation
the amusement of many Biradi across the steppe, that the Kara have of them. Regardless of whether the
circumstances where Kara raiders have seen eerie ambushers or the defenders win the mock raid, the two
blue flames crop up around places they’ve raided have groups traditionally come together for a nighttime of
led to the misunderstanding that these flames are an celebration and dance once the losers have given the
indication of cannibalism, seen only on barely moving winners an appropriate number of curses, punches,
figures at nighttime as the fox crouches over its fallen hugs, and other pleasantries.
brethren. By dawn, not a single body remains in sight,
seemingly confirming this theory. Biradi aren’t quick Horse Lords
to correct such misconceptions, as anything that Life on the Grass Sea demands a level of mobility that
makes their people more terrifying to raid can only be few can muster without the aid of mounts, a fact that
seen as a blessing in the eyes of most. few understand better than the nomadic Kara and
Eat Good Always: Life on the Grass Sea isn’t for the Biradi kitsune who inhabit the region. Horses play an
faint of heart, and many Biradi kitsune find themselves integral role in the lives of the typical Biradi kitsune;
without good game during the coldest months of the not only do they help haul the Biradi’s livelihood from
year. For this reason, Biradi elders encourage their grazing ground to grazing ground as the kitsune seek
communities to learn the lessons of the marmot and out greener pastures for their livestock, but they also
feast when fare is plentiful so one can endure when assist in corralling animals, scouting new locations,
it isn’t. In addition to much of the Biradi’s famed size and defending Biradi camps from raiders. Most Biradi
being stored fat, Biradi have a unique adaptation warriors are trained in mounted combat using horses
where their metabolisms begin to slow substantially that they helped raise from foals, with the most skilled
after a few days without food, meaning that many Biradi being bequeathed the title of ‘Horse Lord’ by the
Biradi adults can go without meals a few days longer leaders of their clans.
than their compatriots of other ethnic groups. These The horse lords are not a formal organization and do
traits have led Biradi cultures to plan frequent not keep any specific edicts or anathemas as a result.
indulgent feasts whenever food is plentiful; not only Rather, they’re sworn to the livelihood of their people
can this save a person’s life during times of famine, but and are expected to serve in both wartime and civic
as all Biradi kits are taught, “Every pound carried by pursuits with equal vigor. Beyond the perils of war, horse
belly is one that needn’t be carried by hand.” lords are often the best at wrangling animals, lead search
Biradi Raids: Although belief that Biradi kitsune are parties for missing kits, and scout new grazing grounds.

63
New Cavalier Feats Thunderfoot [three-actions] Feat 6
The following archetype feats are available to all Archetype
characters with the Cavalier archetype. Prerequisites Cavalier Dedication.
Requirements You are riding your mount.
Seat Shift [reaction] Feat 4 You power through any unfortunate enough to be in
Archetype your mount’s path. You Command an Animal twice,
Prerequisites Cavalier Dedication. ordering your mount to Stride both times. If your
Trigger You are targeted by a Strike while riding your mount enters the space of a creature that’s one or
mount. more sizes smaller than it during either Stride (such
You shift your seating in a direction opposite the as Medium or smaller creatures for a Large horse),
triggering Strike, gaining a +2 circumstance bonus to that creature takes damage equal to one of unarmed
AC against that attack. If the Strike hits or critically hits attacks of your choice, but the creature can attempt
your AC, reduce the damage you take from the Strike a basic Reflex save against your class DC. If a creature
by half and deal that damage to your mount. Your chooses to trigger a reaction against your mount’s
mount is frightened 2 if it takes damage in this way. movement, such as an Opportune Attack, they take a
–4 circumstance penalty to their Reflex save.
Steady There [two-actions] Feat 4
Archetype Charging Feint Feat 8
Prerequisites Cavalier Dedication. Archetype
Requirements You are mounted and your mount is Prerequisites Cavalier Dedication.
frightened. Requirements You are riding your mount and your
You encourage your mount, easing its anxiety and last action was to Command your mount to Stride.
helping to focus its attention back on you and your You’re able to descend upon a foe with such speed
commands. Attempt a Medicine check against your that they’re ill-prepared against your attack. You Feint
mount’s Will DC. one creature within 30 feet, using Survival instead of
O Critical Success: Reduce your mount’s frightened Deception. If you get a success or a critical success, the
condition by 2 and grant it temporary Hit Points target is flat-footed against you and your mount.
equal to twice your level. These temporary Hit
Points last 1 minute. War Riding [one-action] Feat 8
O Success: Reduce your mount’s frightened condition Archetype Stance
by 1 and grant it temporary Hit Points equal to twice Prerequisites Cavalier Dedication.
your level. These temporary Hit Points last 1 minute. Requirements You are riding your mount.
O Critical Failure: You scare your mount, increasing You expertly maneuver your mount, protecting your
its frightened condition by 1. Your mount is immune flanks while exploiting your enemies. While you are in
to your Command Animal while frightened. this stance, you and your mount gain a +1 status bonus
to AC. Your Strikes and your mount’s unarmed attacks
Furious Cry [two-actions] Feat 6 deal +2 additional damage, increasing to +4 at 14th
Archetype Auditory Emotion Fear level and +8 at 18th level. You can Topple enemies. You
Prerequisites Cavalier Dedication. leave this stance if you are no longer riding a mount.
Requirements You are mounted. Topple [reaction] Trigger You roll a critical success against
You release a guttural cry while encouraging your a creature’s AC using a jousting weapon or your mount
mount to perform a similar display, bolstering your rolls a critical success against a creature’s AC using an
allies’ resolve while striking fear into the hearts of unarmed attack; Effect You Trip the triggering creature.
your enemies. Allies within 30 feet gain a +1 status
bonus to Fortitude and Will saves while opponents Crashing Storm Feat 10
within 30 feet must attempt a Will save against your Archetype
class DC. These effects last 1 minute, and a creature Prerequisites Thunderfoot.
that is affected by your Furious Cry as an ally or an Your mount’s movements are thunder crashing into the
enemy is then immune to it for 1 hour. bodies of your enemies. When you use Thunderfoot,
O Critical Success: The creature is unaffected. any creature whose space your mount Strides through
O Success: The creature is frightened 1. is forcibly moved 5 feet away from your mount and
O Failure: The creature is frightened 2. falls prone; on a critical success, they’re pushed 10
O Critical Failure: The creature is frightened 2 and feet away and take 1d6 falling damage in addition to
fleeing for 1 round. being knocked prone.

64
Storm of Arrows [three-actions] Feat 10 Veteran Shift Feat 14
Archetype Archetype
Prerequisites Cavalier Dedication. Prerequisites Shift Seat.
Requirements You are riding your mount and wielding You have unmatched balance while mounted. After you
a ranged weapon. trigger Shift Seat, your mount gains resistance against
You unleash a volley of arrows from atop your mount. any damage dealt to it by this reaction equal to your
You Command an Animal, making your mount Stride level and doesn’t gain the frightened condition. Any
once. If you succeed, you make two ranged Strikes AC bonus you gain from this reaction applies against
at any point during this movement. These Strikes all attacks made against your AC while mounted until
increase your multiple attack penalty normally, and the start of your next turn. You can only be off-guard if
if both attacks hit the same target’s AC, you deal an your mount is also off-guard and vice versa.
additional 2d8 precision damage to that target.
Break Their Ranks Feat 18
Ravaging Rush [reaction] Feat 10 Archetype Auditory
Archetype Prerequisites Furious Cry.
Prerequisites Thunderfoot. You inspire your allies to break your enemies’ ranks.
Trigger You activate Thunderfoot, but you haven’t When you make a Furious Cry, all affected allies can
attempted to Command your mount yet. use their reaction to either Stride up to half their
You inflict carnage upon your foes as your mount Speed or Command their mounts to Stride up to
tramples them. Each time a creature takes damage half their speed. After doing so, each ally may then
from your Thunderfoot, you Strike them. Ranged either Strike once or Command their mount to Strike
Strikes made in this way don’t trigger reactions from once. Either way, each Strike takes a –5 circumstance
creatures damaged by Thunderfoot. These Strikes penalty (–4 if the Strike is with an agile weapon). Either
accrue and take your multiple attack penalty normally, way, each ally and their mount then becomes immune
with the second Strike you make taking a –5 penalty to this reaction for 10 minutes.
and each subsequent Strike taking a –10 penalty. You
can’t Strike more than four times using this reaction.

Shift Strike Feat 12


Archetype
Prerequisites Seat Shift.
You swing a deadly counter attack against those that
dare Strike you. When you trigger Seat Shift and the
triggering attack fails or critically fails to hit your AC,
you retaliate by Striking that creature, ignoring your
multiple attack penalty. The target is flat-footed
against this attack if they critically missed your AC.

Trusted Bond Feat 12


Archetype
Prerequisites Steady There.
Your mount’s trust in you grows. Your mount gains a
+10-foot status bonus to their Speeds while they have
at least 1 temporary Hit Point from Steady There.

Rallying Roar [one-action] Feat 14


Archetype
Prerequisites Furious Cry.
You sweep across the battlefield, inspiring friends
and demoralizing foes. If your next action is to make a
Furious Cry, you Command your mount to Stride once.
Any ally or enemy that was within 30 feet of you at any
point during this Stride is affected by your Furious Cry
as though they were in range.
Biradi Horse Rider

65
Dijori Kitsune
Physical Appearance Shape Changing
Life in the mountains has left Dijori kitsune with a While Dijori kitsune with tailless forms resembling
smaller than average stature as well as a tolerance for Kellid or Vudrani humans are far from rare, most Dijori
higher altitudes and stronger ankle bones with better have fox alternate forms that are adapted to climbing
rotation that help with scaling stone, both of which are mountainous terrain, giving the forms dual purpose for
unique to their ancestry. Their fur ranges from pale subterfuge and safer transportation.
orange or red to pale gray, and in the winter their fur
grows denser and changes in coloration to a dark tawny Popular Edicts
with ochre patches on their necks, arms, and legs. O Act with dignity when others are watching.
O Educate and enlighten others everywhere you go.
Table: Dijori Pigmentation O Treat everyone as though they could be your child.
Body Part Pigmentation
Body, Limbs, Tail Fur lllllllll Popular Anathemas
Chest, Neck, Groin Fur l O Harm someone who doesn’t know any better.
Tail Tip, Inner Ear Fur lll O Revel in the bliss of ignorance.
Eye Color llllllllll O Support those who suppress others.

History & Homeland north in the lands of Iobaria. However, these communities
Understanding the origin of Dijori kitsune is an exercise were all but completely wiped out by the procession
in extreme patience, as the telling changes depending of plagues targeting that land, with the few survivors
on which school you ask. The Hawadin school of thought largely going to live in small communities in other
postulates that upon the descending of Daikitsu’s Nine Casmar nations located north of the Castrovin Sea or
Bright Grains, one decided to drift westward in the migrating south into the Empire of Kelesh to live among
wind, ending up on the highest peak of what is now the friends. In both empires where their people are found in
Johar mountains where they created the first Dijori. abundance, Dijori kitsune are seen as a blessing. Grand
In contrast, the Simundin school swears that the first thinkers, innovators, and dreamers, skilled Dijori have
kitsune to travel by sea from Tian Xia found the western attended many of Vudra and Kelesh’s greatest empires
coastline of Vudra and sailed to the north, until they and are seen as good luck even when they bring a spot of
found the coast around what is now the Betul Sea. They mischief to an otherwise stale court. As a result, it’s far
were given aid from a messenger of Daikitsu, and upon from unremarkable to see a Dijori kitsune out for a stroll
realizing they were exhausted from the travel and had no in their original form—especially in Vudra where the
desire to resume such their arduous journey, promptly sight of an anthropomorphic fox is hardly an odd site in
took the aid as a sign to settle down in the area. Other a land of impossibilities. However, Dijori overwhelmingly
schools offer different explanations—some claiming prefer to live in high altitudes in mountaintop villages
that the first Dijori migrated east from the Verduran built into the mountainside, making them an uncommon
Forest or the Mwangi Expanse, while others claim they site for the average commoner.
were simply planted upon their mountaintops by one of
the Nine Bright Grains and have lived there ever since. Culture
Yet, regardless of which Dijori scholars one speaks to, A society of thinkers and dreamers, Dijori kitsune are
they always end the conversation the same way: “Where known for their contributions to the field of education
we came from matters far less than why we are here, and philosophy, which many take interest in regardless
and answering that question is why we are here.” This of whether they’re fully trained professionals.
phrase is commonly followed up by a light chuckle at any
confused expressions. Art
Whatever the truth may be of their origins, the Dijori While creating delightful works of art enjoyed by many,
are esteemed parts of the cultures of Casmaron—they Dijori are best known for their peerless architecture
sit among the greatest philosophers and scholars in the skills, honed by generations of building elaborate
courts of the Empire of Kelesh and Vudra, although old temples of the mind atop many of Casmaron’s most
tales claim that many more Dijori once dwelled far to the treacherous peaks. Very few outsiders are permitted

66
within the grand mountaintop settlements of the Dress
Dijori, but those who travel there find entire towns Dijori culture has a fascination with shiny things that
dominated by institutions of learning, for to the extends to their dress, favoring kurta and kameez based
Dijori there can be no greater pursuit during a mortal on the individual’s preference rather than following
lifetime than knowledge. Also prominent among the arbitrary rules such as human gender conventions. These
Dijori are temples devoted not to deities, but to the garments are often ornamented with silver—bracelets,
mind. These fantastic structures are designed to offer chains, earrings, and anything else the kitsune can get
public places for contemplation, meditation, and their claws on. Gold is somewhat taboo in contrast, as
personal reflection while also offering physical and gold is a symbol of greed and worldly attachments and
mental health services to those who visit Dijori lands. prefer brass to gold as a result. Whatever they pick, a
Dijori’s outfit often shimmers in the briefest sunlight,
Celebrations and Holidays reflecting Sarenrae’s light every which way in a stunning
Beyond more traditional holidays and celebrations display. Most wear lighter colors for a typical day, with
such as the Bright Grains Festival, Dijori are best dark shades being reserved for special occasions.
known for a holiday called Kyraluko Verkitsu, which
loosely translates into Taldane as “Tailed Giving.” Language & Dialect
Rather than a celebration the kitsune partake in for While favoring Kellish or Vudrani as their language of
themselves, multitailed Dijori are sent to visit one of choice, Dijori kitsune stress multilingualism in their kits
the nearby coastal towns in search of people to aid. from a young age, and most Dijori grow up speaking
These individuals arrive in an instantly recognizable at least two different languages. Unlike most other
dress—darkly dyed kurtas and kameez decorated cultures, Dijori kitsune don’t keep their own language or
with tiny mirrors that reflect abstract patterns across
their clothing with a stiff, pointed round hat crowned
with a wide trail of decorated sash on the center of
their heated. This sash is traditionally longer the more
tails one has and is folded once per tail. Participants
in Kyraluko Verkitsu seek out the ill-fortuned and
offer advice, life lessons, and wisdom intended to
help them escape their circumstances in the form of
good-natured pranks and a bit of magic if possible.
Many stories exist of powerful Dijori mages teaching
a human an important lesson by transforming them
into common animals, articles of clothing, or young
children—such tails more often tell of the Dijori
performing such antics against those with the means
to help others who choose not to. Those less guileful
or magically inclined often choose to complete civic
projects instead, helping to repair run-down buildings,
construct public schools and hospitals, or beautify
public spaces in secret.

Cuisine
One might assume that a scholarly ethnic group such
as the Dijori practices an ascetic’s palette, but that is
far from the truth. Dijori cuisine is a colorful fusion of
Angen, Kelesh, and Vudrani fare spiced with elements
from their own traditions. Olive oil is used prominently
for cooking as is a staggering variety of spice including
allspice, black pepper, cinnamon, clove, cumin, poppy
seeds, saffron, sesame seeds, and sumac. A people of
thinkers and dreamers, Dijori contemplation extends
to their cooking, and a wide variety of dishes from
steamed meat-buns to tangy sesame yogurt are
equally popular among them.
Dijori Priest

67
dialect—they value the transfer of information above favored by Sarenrae herself. Regardless of how
all else and find that linguistic barriers simply deter the quickly this ritual takes place, the kit is said to be one
quest for knowledge, preferring instead to speak as year old the day it occurs, and that day becomes their
others do to ensure they can benefit each other. birthday henceforth. Dijori are taught a lifelong love
of learning from a young age, with many Dijori fondly
Population and Hierarchies remembering sitting on a parent’s lap, listening in awe
At one point Dijori kitsune might have been among as they were read a favorite tale from a musty scroll.
the most populous kitsune ethnic group on Golarion, Education: Dijori value education and enlightenment
with rumors claiming they once ruled an entire nation above all other pursuits, teaching their kits a wide
northeast of the Castrovin Sea. Centuries of plagues variety of religious and martial lessons alongside their
have dealt a heavy blow to their numbers, however, academics from a young age. One such teaching is that
decimating the Dijori population north of the Whistling lessons can come from anywhere at any time, which
Plains. Despite this, Dijori are believed to exist in the usually means an elder or senior student is about to
hundreds of thousands across Kelesh and Vudra, with play a harmless prank or enact some well-intended
an estimated population of 476,000. mischief on the unsuspecting kit. Dijori believe that
Dijori communities typically consign themselves to knowledge of how others live make it easier to relate to
rule by the wisest among them, which often means them should the need for interaction arise and refuse
the oldest and further extends to the person with hateful vitriol spewed by any with a misunderstanding
the most tails. Communities different by region how or ignorance of relevant facts and information. In
power is wielded—in some cases rule by council is addition to studying the traditions of others, many
preferred while in others rule by one who is advised Dijori often practice the holidays of a wide variety of
by a council is the norm. In any case, the power to lead religions, especially those of Irori and Daikitsu. The
a Dijori community is tenuous at best, as Dijori culture constant influx of celebrations often mean that eager
expects leaders to step down for a new leader should Dijori kits are rarely bored for long.
their wisdom ever falter. Celebration of Tails: Dijori kitsune believe that
the growth of a new tail is tied not to the acquisition
Technology of experience or power, but the learning of nine
Among the finest innovators in Casmaron, Dijori great life lessons—no two philosophers agree what
kitsune have mastered numerous technologies these lessons are, of course, and some believe that
thought lost to time. Their homes are well irrigated the nine lessons are unique to each individual soul.
and possess commodities like flushing toilets, Thusly, the growth of a new tail is always met with
refrigeration systems, and countless other wonders a grand celebration hosted by the Dijori community
that combine engineering and arcana together. Dijori that involves a multitude of desserts, from sweet
skills are highly sought by would-be employers, but rice pudding to mountain berries mixed with yogurt
when approached most Dijori respond to any deemed alongside creamy pudding cooked with thin noodles,
selfish or worse by pretending to listen attentively nuts, dried fruits, and milk—a Dijori favorite.
before giving a complex and cryptic response to the
problem presented before disappearing without Dijori Philosophy
waiting for a reply. Most are willing to set aside such While other cultures might see philosophy as a bore that
games with those deemed honest and altruistic, lacks any practical purpose, among Dijori kitsune it is
especially when offered a project that provides the reason for being. Regardless of whether they follow
assistance to others with upfront funding. the teachings of a deity, nearly all Dijori kitsune follow
two philosophies—one originating from their people
Traditions called Vedkarahdo and one more broadly followed
Most Dijori kitsune follow these social customs in philosophy called Sangpotshi. Put simply, Sangpotshi is
addition to those unique to their community. the belief in a cycle of reincarnation. Adherents believe
Birth: A Dijori kit’s life does not officially begin until that all creatures reincarnate after they pass, though
they have been bathed in blessed waters to wash whether this happens immediately or after the soul
away any potential impurities. Some parents do this as spends an unknown amount of time contemplating their
soon as possible after birth, while others wait to be past life in the afterlife is unknown. Dijori followers of
able to take their kit to a body of water particularly Sangpotshi believe that all creatures live countless lives
meaningful to them. That could mean a mountain in the cycle of reincarnation until they’ve earned the
stream where a parent achieved a tail growth, or it right to reincarnate into the first of nine kitsune lives—
could mean a trip to the Kalyan River, supposedly one for each potential tail they might one day grow

68
after learning one of the nine great lessons of life. Of Philosopher Archetype
course, no two Dijori philosophers can agree on what Dijori are known for their philosophers, but are by no
these nine lessons are, however. What most can agree means the only thinkers on Golarion. All characters
on, however, is that kits born with golden fur have begun have access to the following common archetype.
their final incarnation and that a kitsune’s welcoming
can help hasten other beings into their final incarnations Philosopher Dedication Feat 2
as kitsune. When someone of another ancestry pleases Archetype Dedication Skill
a Dijori kitsune, it’s customary for them to receive a Prerequisites Wisdom 14.
darkly died kurta and kameez adorned with tiny mirrors You have studied a philosophy that informs your
and a cap with a squared taper that marks them as one worldview. Choose one of the school of philosophy
who has performed a great service to the Dijoiri. Such (see page 70). You become trained in Philosophy
a gift includes an unspoken wish for that individual to Lore, a special Wisdom-based lore skill that can be
reincarnate among the Dijori in their next life, and it’s used to attempt certain actions based on your chosen
customary for Dijori to name their kits after such heroes school. All schools can be used to Recall Knowledge
following their passing. While merely a symbolic gesture, about the topics listed in their school’s entry. You
there have been several recorded instances of young kits become an expert in Philosophy Lore at 7th level, a
processing to remember past lives whose details match master at 15th level, and legendary at 20th level.
those honored by the Dijori, leading many to believe If you gain a philosopher archetype feat that allows
that Daikitsu herself honors the Dijori’s wishes to reward you to use Philosophy Lore to use an action instead of
those who help her favored children with a chance to the usual skill, that feat grants you a +1 circumstance
walk the road to enlightenment during their next life. bonus to Philosophy checks for those actions instead.
Vedkarahdo, the other great philosophy of the Dijori
kitsune, concerns itself with ethics rather than religion. A
Kellish word with numerous Vudranni loan syllables, the
term ‘Vedkarahdo’ loosely means ‘That which is owed to
other rational persons.’ The philosophy defines a person
to be rational if they are capable of cognition, possessing
intellect and the capacity to think, understand, and form
judgments about the happenings around them, which
applies to every ancestry on Golarion and beyond. The
notion of duty, specifically civic duty, is a core theme in
Vedkarahdo, which posits that all persons capable of
rational thought are deserving of respect and dignity and
that it is the duty of those possessing sapience to act in
ways that respect and dignify others. Chief among these
is an imperative that for an action to truly be considered
good, one must ensure that the action does not degrade
another person by reducing them to a means to an end;
a person must always be the end, never the means.
Vedkarahdo also looks at the concept of universal maxim
to determine whether an action is moral; to put another
way, an action is only moral if it does not contradict itself
or cause obvious harm if everyone did it.
Together, Sangpotshi and Vedkarahdo form the
backbone of Dijori cultural values and philosophy. To a
Dijori, moral actions that demean others to a selfish end
are both immoral and futile because theirs is ultimately
to reincarnate into a different person, meaning selfish
actions that benefit one’s current incarnation fail to
properly benefit one’s reincarnation through bettering
the world in which they live. Since a Dijori kitsune can
never truly know the conditions under which they might
be reincarnated into, this makes it a necessity to work to
prepare a better world for their next life.
Dijori Philosopher

69
Dispiriting Truths Feat 4
Schools of Philosophy Archetype Skill
The following are some of the more common schools Prerequisites Philosopher Dedication.
of philosophy found on Golarion. Each entry includes You recite the maxims of your philosophy to leave
actions that a philosopher can use their Philosophy Lore, others shaken and unsure of their place in the world.
including Recall Knowledge topics. You can use Philosophy Lore instead of Intimidation to
Coerce or Demoralize someone. When doing so, these
Laws of Mortality traits gain the auditory and linguistic traits.
Based on the teachings of Kalim Onaku, Rahadoum’s
most notorious legislation states that deities have Droning Recital Feat 4
no inherent right to rule over mortals and worshiping Archetype Skill
them is unethical due to the chaos it brings them. Prerequisites Philosopher Dedication.
B Lore Actions: Demoralize. You ramble about philosophy to distract others. You
B Topics: Creatures, histories, and institutions related can use Philosophy Lore instead of Deception to
to the Oath Wars, the Pure Legion, and Rahadoum. Create a Diversion or Feint. When doing so, these
actions gain the auditory and linguistic traits.
Prophecies of Kalistrade
Followers of the Prophecies are taught that self- Enlightening Discussion Feat 4
denying one’s self of wasteful comforts is the only Archetype Skill
way to secure longterm wealth and success, both in Prerequisites Philosopher Dedication.
this life and during the next. You spiritedly partake in philosophic discourse with
B Lore Actions: Earn Income. others—even when they’d rather do anything else.
B Topics: Creatures, histories, and institutions related You can use Philosophy Lore instead of Diplomacy to
to business, wealth acquisition, and Druma. Make an Impression or Request something.

Sangpotshi Trace Causality [one-action] Feat 6


Students of Sangpotshi are taught that individual Archetype Concentrate
reborn over many lives, gradually gaining experience Prerequisites Philosopher Dedication.
until they can escape the cycle of worldly suffering Your school of philosophy allows you to understand
and earn their final reward in Pharasma’s Boneyard. the causality of the actions that others take. Attempt
B Lore Actions: Escape. a Philosophy Lore check against the Will DC of one
B Topics: Creatures, scriptures, and institutions creature within 30 feet.
related to Pharasma, reincarnation, and samsarans. O Critical Success: You gain a +2 status bonus to one
attack roll, Perception check, saving throw, or skill
Tamashigo check you attempt against the target before the
Tamashigo states that all things and qualities are start of your next turn. You choose which roll to use
suffused with and protected by spirits, meaning this bonus on before rolling. Either way, the target
luck does not exist as there is always a spirit one can is immune to this action for 10 minutes.
appease, outsmart, or fight to improve their lot in life. O Success: As a critical success, except the status
B Lore Actions: Make an Impression, Request. bonus is +1.
B Topics: Creatures, histories, and institutions related O Critical Failure: You become off-guard against the
to animism, kami, oni, and spirits. target until the start of your next turn.

Vedkarahdo Opened Worldview Feat 8


Popularized by Dijoiri kitsune in Casmaron, Vedkarahdo Archetype Skill
is an ethical philosophy that posits that a person’s Prerequisites Philosopher Dedication.
actions can only be judged to be morally good if You’ve incorporated the theories and ideals of
it fulfills the civic duties they owe to other people another school of philosophy into your personal
based on their mutual standing as rational creatures worldview. Choose a second school of philosophy.
endowed with intellect and reason. You can use Philosophy Lore instead of the usual
B Lore Actions: Aid. skill for that school’s actions and Recall Knowledge
B Topics: Creatures, histories, and institutions related about its topics. You gain a +1 circumstance bonus to
to ethics, Dijori kitsune, and morality. Philosophy Lore checks you attempt using your first
school’s lore actions; this bonus increases to +2 if you

70
have a skill feat that also allows you to use Philosophy Counterpoint [reaction] Feat 8
Lore to use one of your first philosophy school’s lore Archetype
actions instead of the usual skill. Prerequisites Philosopher Dedication.
Trigger A creature uses a linguistic effect in a language
Causal Underpinnings Feat 10 you understand.
Archetype You eviscerate the triggering effect on a philosophic
Prerequisites Trace Causality. level, pointing out the flaws in an opponent’s words
You’re able to look at the philosophic underpinnings and rhetoric. Attempt a Philosophy Lore check to
that guide another’s actions to further predict their counteract the triggering roll. Regardless of the
actions. When you Trace Causality, the effect’s outcome, that creature becomes immune to your
duration is sustained, up to 1 minute. Each time you Counterpoint for 1 minute.
sustain this effect, you reroll your Philosophy Lore
check and use the new result. You can apply the feat’s Only Place to Spit [two-actions] Feat 12
status bonus to as many rolls or checks as you want Archetype Flourish
during its duration without ending the effect, but Prerequisites Trace Causality.
never more than once roll or check per turn. You understand that when it comes to some people’s
spaces, the only place to spit is in their face. You Stride
Thesis Statement Feat 10 once, then Trace Causality. If you get a success or a
Archetype critical success when you Trace Causality, you then
Prerequisites Philosopher Dedication. Strike the target using a weapon you’re wielding. You
You’ve coalesced your worldview into a stable pillar add Trace Causality’s status bonus to this roll without
upon which you hang other thoughts and ideals. You counting it as the one application for that effect (or
gain one of the following benefits of your choice. At for the turn, if you have Casual Underpinnings), and
the GM’s decision, additional thesis statements of the Strike’s damage die is increased by one step.
similar scope and effect may be available.
O All Within All: You have concluded that all of reality Shared Revelation Feat 14
is but a single entity rather than an infinite number Archetype
of separate ones. You gain the following reaction. Prerequisites Enlightening Discussion.
Monistic Repercussions [reaction] Trigger A creature You can spend 10 minutes enlightening allies within 30
deals damage to you or inflicts a condition on you; feet with philosophic ideals and rhetoric, attempting
Frequency once per day; Effect The target attempts a Philosophy Lore check against each ally’s Will DC.
a Will save against your class DC. On a failure, they Either way, affected creatures become immune to
take the same amount of damage and gain the same your Shared Revelation for 2 hours.
conditions from the triggering effect as you. On a O Critical Success: The creature gains a +2
critical failure, any damage taken is doubled. circumstance bonus to Will saves for 1 hour. An ally
O Behold a Man: You understand the futility in trying NPC’s attitude towards you improves by one step
to classify life. Your effects that target creatures during this time.
with specific traits (such as animal or humanoid) O Success: As a success, but the bonus is +1.
treat all living creatures as having whichever traits O Critical Failure: The creature takes a –1 circumstance
would be most advantageous to you. penalty to Will saves for 1 hour. An ally NPC’s attitude
O God is Dead: You believe that disbelief in the divine towards you worsens by one step during this time.
causes everything from its morality and symbolism
to its powers to collapse. You gain a +1 circumstance More Things In Heaven and Earth Feat 14
bonus to AC and on saving throws against divine Archetype Skill
spells and effects created by divine entities such Prerequisites Open Worldview.
as celestials or fiends. This does not apply to divine You know that there are more things in Heaven and
entities belonging to a faith you actively worship. Earth then you could possibly know. You choose a third
O Meaning in Suffering: You believe that suffering school of philosophy as described by Open Worldview.
is innate to the mortal condition and that there is You gain a +2 circumstance bonus to Philosophy
beauty in bearing it cheerfully through greatness of Lore rolls for your first school’s actions and Recall
mind. You gain a +1 circumstance bonus to saving Knowledge topics and a +1 circumstance bonus for
throws against emotion and fear effects. When you your second school’s actions and topics; these bonuses
gain the frightened condition, immediately reduce increase to +3 and +2 if you have a skill feat that allows
its value by 1, ending it if reduced to frightened 0. you to use Philosophy Lore in this way already.

71
Ilaepou Kitsune
Physical Appearance Shape Changing
Standing slightly taller than an average kitsune, Ilaepou Ilaepou kitsune are usually born with fox alternate
kitsune are generally stocky with wide feet and hands. forms fitting their people’s rural territories. Few Ilaepou
They’re best known for their fur, which is naturally bother to learn how to transform into other ancestries,
wavy or curly, giving many Ilaepou a rascally, youthful instead preferring to flaunt their vulpine original forms
appearance despite their actual age. And while most publicly to people of other ancestries.
kitsune have black pads on their hands and paws, the
majority of Ilaepou kitsune don’t have pigmentation on Popular Edicts
theirs, making them shades of pink instead. O Cut loose, relax, and practice good self-care.
O Do everything possible to protect your community.
Table: Rengo Pigmentation O Patron the arts and foster creative expression.
Body Part Pigmentation
Body, Limbs, Tail Fur lllll Popular Anathemas
Chest, Neck, Groin Fur l O Act cowardly or shirk your duty to your community.
Tail Tip, Inner Ear Fur lll O Overwork or exploit someone who works for you.
Eye Color llllll O Refuse someone’s hospitality.

History & Homeland Xolapex ultimately agreed, and so he hunted and


Relatively small as far as kitsune ethnic groups go, the outwitted Gloobermaw, a massive gelatinous mandala;
Ilaepou dwell exclusively on the island nation of Iblydos Fireater, a drake whose cruelty was bested only by its
following their people’s migration from Angen during hunger for mortal flesh; Old Bouldermad, a rampaging
the Age of Anguish. According to their people’s histories, mountain spirit; Harkelus, a vicious satyr; the Sphinx at
those Ilaepou who chose to leave Angen behind did so Liachora; the Dweller in Waves, a kraken; the Goldsteel
out of wanderlust—generations spent confined to a Lion, whose fur was impervious to harm; the Pied
withering wood during the Age of Darkness left those Magpie, a tengu bard whose songs ensorcelled a town;
kitsune restless and dreaming of the world beyond the and finally the Liver-Eater, a gumiho from distant Tian
Verduran Forest, so when the sun returned to Golarion’s Xia. With each victory, Xolapex attained a bit of his foe’s
sky those disparate kitsune who had felt trapped by the mythic power and grew a tail to show for it. When all
dark left with posthaste, wandering south along what is nine had been defeated, the people of Iblydos praised
now modern Qadira and following the coast until they Xolapex and his people, naming them Ilaepou, meaning
happened upon the island archipelago housing ancient “Fox Heroes” in their people’s ancient tongue. Today,
Iblydos. During their travels, the early Ilaepou are said Ilaepou kitsune are considered respectable if uncommon
to have wandered into the lair of a cyclops oracle called members of Iblydian society, often living out in the
Grakgon-Tor, who captured dozens of their kin for supper. countryside and vising the cities infrequently for a bit
The travelers’ leader, a kitsune by the name of Xolapex, of liveliness. Known equally for their wisdom and their
strode daringly into the cyclops’ lair and demanded rancorous parties, the Ilaepou always find something to
his people’s release. When Grakgon-Tor refused, the celebrate where the wine flows freely and the dancing
cunning fox enacted a daring plan wherein he tricked never ceases. Many of the magical wonders of Iblydos
the lumbering giant into tripping into his own soup pot, are attributed to brilliant kitsune spellcasters and
with Xolapex stealing the keys to the kitsune’s cages numerous tales extol the guile of the Ilaepou people, but
as the cyclops nursed his burns. After the kitsune were just as many cautionary fables are told at the expense of
safely on the move, gentle Xolapex offered Grakgon- Ilaepou kitsune and their impatience or drunkenness. In
Tor an ox he had hunted for food and a healing balm this way, Ilaepou kitsune are portrayed not as enigmatic
for the burns, an act that moved Grakgon-Tor so much entities or powerful figures as they often are on Arcadia,
that he deemed the kitsune worthy of the rite of myth- Tian Xia, or mainland Casmaron, but as people who have
speaking. Grakgon-Tor foresaw that Xolapex could earn the potential for greatness and foolishness in equal
a permanent home for his people on Iblydos if he were measure. This suites most Ilaepou kitsune quite well, but
to slay nine monsters to secure his people’s prosperity, in a land of mythic heroes there’s certainly people who
each more deadly than the last. can and succeed in rising to even greater heights.

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Culture Favored spices include nutmeg, basil, and lemongrass
Deeply artistic and philosophical, Ilaepou culture is as well as thyme and honey. Dishes are generally
a trove of wonderful works that is inspired by and marinated for flavor and slow cooked or broiled,
contributes to one of the oldest civilizations on Golarion. making them tender and juicy. Iblydan gyros with an
Ilaepou twist are especially favored, and no Ilaepou
Art meal is complete without wine—especially breakfast.
Ilaepou culture heavily patrons the arts, seeing
artistic endeavors as the sole expression by which the Dress
quality of their culture is judged. Master artisans craft Ilaepou clothing usually consists of two garments—a
everything from intricate stone statues to sweeping tunic that is typically long enough to reach the
frescoes that adorn the ceilings of important wearer’s knees or longer and a draping cloak. Tunics
buildings. Artists often offer public demonstrations of long enough to reach below the wearer’s knees are
their skills and offer classes to those interested, with usually worn in a manner akin to a gown or dress while
many of the best artists being the latest link in a chain those that end at the knee or sooner are often paired
of tutelage spanning back an age or longer. And while with sturdy cotton slacks that cut off halfway down
not every Ilaepou kitsune is an artist, those without the wearer’s shines. These garments are usually loose-
skill are socially pressured to commission art for their fitting and breezy, perfect for lounging, and are often
homes, ensuring that Ilaepou artists thrive. paired with a special type of digitigrade footwear
made from criss-crossing leather straps that scale
Celebrations and Holidays halfway up the wearer’s leg called a paw hitch.
The Ilaepou holiday is notoriously full of holidays, with
not a week going by without some occasion for a party.
Ilaepou kitsune generally take turns hosting these
extravagant events where entire communities get
together to feast and frolic for whatever the occasion
is. In addition to celebrating the Bright Grains Festival,
Ilaepou kitsune celebrate virtually every holiday
held by every Iblydan hero-god, a holiday for each of
Xolapex’s nine trials, and several dozen holidays more
marking natural events like the changing of seasons,
the blossoming of spring’s first flower, the coming of
winter’s first frost, and every full moon. All holidays are
excuses for excessing eating and drinking, but none
more than Bachnella, a holiday that takes place during
the second week of Arodus that’s devoted exclusively
to excess. During this holiday, the community gathers
for a full day of frantic feasting and merrymaking.
Bachnella is only considered a success if you pass out
from expending every ounce of energy in your body,
entering a food coma, or drinking so heavily that you
black out, with some combination of the three being
preferred. Newborn’s Day is traditionally celebrated
about 40 weeks after Bachnella on Goz 18th, as many
young kitsune end up being born in the early weeks of
Goz as a consequence of Bachnellian fro01licking.

Cuisine
As with Iblydan fare, Ilaepou cuisine is built upon the
triad of wheat, wine, and olive oil. Most foods favored
by the Ilaepou palette are relatively inexpensive and
easy to farm, including olives that can be plucked from
trees and preserved, whole grains, and fish. Meat is
something of a delicacy and rarely used due to the
amount of work and effort needed to tend to livestock.
Ilaepou Myth Aspirant

73
Language & Dialect rancorous feasting and drunkenness. These parties
Ilaepou kitsune speak the Ilaepan dialect of Iblydan, are planned as the mother nears her final weeks of
a fusion of Iblydan and Taldane that primarily follows pregnancy and happen almost as soon as the child is
the grammatical rules and alphabet of the former while born. The mother and her kit are presented only briefly
making heavily use of loan words and tonal elements at the celebration before the kit’s grandparents and
from the later. Native speakers of Iblydan often godparents escort them both back to their homes to
comment that Ilaepan Iblydan has a bubbly, almost rest, leaving the other parent to entertain the masses
bouncy sound to it that is quite distinct and gives off in their stead. It’s considered bad luck for the baby
a youthful, almost carefree energy in every sentence. if either parent overindulges in the festivities, and
attendees in some villages expect the parent hosting
Population and Hierarchies the party to go along with good-natured, infantilizing
The Ilaepou population is understandably small given pranks like forcing them to drink nothing but cattle’s
that they live in limited numbers on a relatively isolated milk from an adult-sized bottle or wearing childish
island nation, with the total population estimated at attire that matches their newborn’s wardrobe. When
about 50,000 to 75,000 individuals. Ilaepou have a a child’s birth falls on the same day a holiday, the
disproportionately large number of children in their celebration is held in the kit’s honor and is believed
communities, with the average couple having about to be an omen of the child’s life. For example, a child
three to four children total. This means that while the that is born on the feasting day of an important deity
Ilaepou are small in number for now, their population is believed to be important in the eyes of that deity.
is expected to boom in the coming decades, especially An oracle serving as the family’s midwife traditionally
if birth trends continue as they are. divines such things using a form of somatomancy
Multiple Ilaepou families band together into entire where the oracle inspects veins in the kit’s placenta to
communities are led by democratically elected determine information like its temperament, health,
councils. These councils have a minimum of three and destiny. This is presented to those in attendance
members and add additional members based on the at the height of the celebration followed by a toast.
total size of the kitsune population served, with the Envy Eye: Ilaepou culture is highly superstitious of
largest community of about 17,500 kitsune boasting a phenomenon called the envy eye, wherein a person
a council of about a hundred people. Serving on this can become hexed by another’s jealousy. As a result,
council is considered a form of unpaid community to covet another’s possessions or status is highly
service that all kitsune are expected to do for a time, taboo among Ilaepou, and many give thanks for the
and most take the job seriously. Rather than being led good things in their lives over supper as a means to
by the uninformed, Ilaepou councilors are expected to orient their emotions and avoid hexing each other.
consult with experts regarding whatever crises befall Those cursed with the envy eye are said to become
the community rather than attempt to fix a problem afflicted with nausea and psychological distress that
that they don’t truly understand. grows progressively worse until the deterioration of
the afflicted person’s physical and mental state leads
Technology them to an untimely demise, often from bad luck or
Ilaepou kitsune enjoy the technological advancements personal negligence. Ilaepou culture wards itself from
of their Iblydan neighbors; massive aqueducts carry all the envy eye with numerous talismans that are strewn
the water they could ever need directly to their homes about public and living spaces and by wearing crimson
from underground springs that are tapped using a beads, as it is known that red cancels out those who’ve
robust system of watermills, and the downhill flow of been stricken green by envy. Daikitsu and other
these ducts is harnessed using a system of overshot deities associated with bounty and community are
water wheels for milling wheat and performing thought to be able to dispel the envy eye, but even
other arduous tasks. These technological wonders they are said to have little sway over those for whom
dramatically reduce the amount of work that Ilaepou covetous ambition is a hunger that cannot be sated, a
kitsune need to do compared to their peers, which trait thought to manifest as emerald green eyes.
ultimately helps allow their sedimentary lifestyle. Revelries: While Ilaepou kitsune are known for their
numerous holidays, the vast majority of celebrations
Traditions are various revelries that take place throughout the
Most Ilaepou kitsune follow these social customs in year. By tradition, the wealthiest kitsune take turns
addition to those unique to their community. hosting the revelries, with each party traditionally
Birth: Unsurprisingly, Ilaepou society sees the birth held in their honor and a spirit of friendly competition
of a kit is as much a reason as any to celebrate with ensuring that each host spends an exuberant amount

74
of coin attempting to host festivities that are wilder, New Bard Feats
noisier, and possessing of finer food, wine, and The following feats are available to characters from
entertainment than the last. In this way, wealthy Iblydos or that have studied Ilaepou oral histories.
kitsune get to display their wealth and earn public clout
while spending large sums of money on the goods and Epic Recital Feat 1
services of local businesses, all while producing an Bard
evening of fun festivities free of charge to the local You can recite an epic from your people’s folk lore to
common folk. Since those attending an official revelry bolster your allies’ resolve. You learn the epic recital
are prone to blacking out and forgetting the fun from composition spell.
the night before, it’s common for numerous painters
and scribes to be hired to document each revelry Fire-Eater’s Frigid Fate [free-action] Feat 2
and most are required to don enchanted jewelry that Bard Flourish Spellshape
prevents them from lying or over exaggerating details, Prerequisites Epic Recital.
a practice born of a scandal in 4721 AN where a trader You extol the tail of how Clever Xolaplex turned
paid off every scribe to note that their rival’s revelry a winter witch’s curse against a haughty drake to
was inferior to theirs in every possible way. vanquish its flame. If your next action is to cast epic
recital, choose 1 creature within the emanation. That
Ilaepou Storytelling creature must attempt a Fortitude save throw. It takes
Stories are a valued art form among Ileapou kitsune, 2d6 cold damage per rank of the spell on a failure,
with most communities having a weekly story hour that double damage on a critical failure, and half damage
members are both encouraged and delighted to attend.
Story hours aimed at younger community members
usually take the form of fables, where the characters
are often common animals with anthropomorphic wit
and every story ends with a life lesson in the form of a
bit of wisdom. For adults, poems are far more popular,
especially epics that contain more then their fair share
of theatrical drama. These tales often pit folk heroes
against insurmountable odds, such as the epics depicting
Clever Xolaplex and his nine trials. Sometimes Ilaepou
bards will pick foreign muses to serve as the heroes
and protagonists of their stories, and the Ilaepou aren’t
particular about the details of their stories so long as
they’re properly entertaining. This has lead to a number
of poems of dubious historical accuracy, such as the
beloved Clever Xolaplex, Peerless on Heaven and Earth,
and the God of Humanity, which claims that the nine
trials of Xolaplex were actually part of the famed Test
of the Starstone, and that Clever Xolaplex managed to
outwit the God of Humanity so thoroughly that Aroden
was forced to fake his own death rather than face the
taunts and jeers of his fellow divinities for his defeat at
the ends of a mortal fox. The story explains that rather
than become a god, Clever Xolaplex bequeathed the
power and immortality that comes with godhood to all
kitsune; such is the reason they grow additional tails as
they undertake their own trials and tribulations and that
their lives inch closer and closer to immortality as they
do so. While no one, not even the Ilaepou themselves,
believes that the story is factual, written copies of
Clever Xolaplex, Peerless on Heaven and Earth, and the
God of Humanity are considered heresy by the churches
of Cayden Cailean, Iomedae, and Norgorber and are
actively censored and destroyed.
Ilaepou Saga Speaker

75
on a success. The creature is also affected based on Litany of the Liar at Liachora [free-action] Feat 8
the number of actions you spent casting epic recital, Bard Flourish Spellshape
and these effects last for epic recital’s duration. Prerequisites Epic Recital.
[two-actions] The creature takes a –5-foot status penalty to You recite Clever Xolaplex’s duel of wits with a sphinx
its Speeds if it failed its save; on a critical failure, the whose riddles were wrapped within lies. If your next
creature is also slowed 1. action is to cast epic recital, attempt a Performance
[three-actions] The creature takes a –10-foot status penalty check to counteract all illusions within your epic
to its Speeds if it failed its save; on a critical failure, recital’s emanation. If your Performance check’s result
the creature is also slowed 2. is a success against a creature’s Will DC, that creature
2 Rounds Roll the feat’s initial damage twice and takes a –2 circumstance penalty to Deception checks
combine the results before adding bonuses to the for epic recital’s duration; on a critical success, this
damage. The creature takes a –10-foot status penalty penalty increases to –4.
to its Speeds and is slowed 1 if it failed its save; on a
critical failure, it is immobilized and slowed 2. Duel with the Dweller in the Deeps [free-action] Feat 10
Bard Flourish Spellshape
The Breaking of Bouldermad [free-action] Feat 4 Prerequisites Epic Recital.
Bard Flourish Spellshape You regale others with the story of Clever Xolaplex’s
Prerequisites Epic Recital. deadly duel with a terrible kraken. If your next action
You recount how Clever Xolaplex tricked a raging is to cast epic recital, attempt a Performance check to
mountain spirit into destroying its own shrine, causing counteract all effects you or your allies are affected
its might to crumble. If your next action is to cast epic by that they could Escape from, such as an effect that
recital, choose 1 object within the spell’s emanation. is grabbing, immobilizing, or restraining them. If the
That object takes 1d10 bludgeoning damage per rank effect doesn’t have a level, use the level of its source,
of the spell and you subtract your bard level from its such as the level of a creature Grappling your ally. Your
hardness value when determining how much damage allies gain a +2 circumstance to their save DCs and skill
that object takes from this feat. If the object is being DCs against effects that grab, immobilize, or restrain
worn or carried by a creature, that creature attempts them for epic recital’s duration.
a basic Fortitude save to reduce the damage dealt to
the object you chose. Grappling the Goldsteel Lion [free-action] Feat 12
Bard Flourish Spellshape
The Hundred Hazards of Harkelus [free-action] Feat 6 Prerequisites Epic Recital.
Bard Flourish Spellshape You captivate your foes with the tale of Clever
Prerequisites Epic Recital. Goldsteel’s fleecing of a mythic lion’s fleece using his
You tell the dramatic tale of how Clever Xolaplex words. If your next action is to cast epic recital, choose
outwitted a hundred traps and hazards in his quest 1 creature that you could Stride to using a single
to defeat a cruel satyr. If your next action is to cast action. When you Cast the Spell, you Stride to that
epic recital, all creatures within the spell’s emanation creature and attempt to Steal one item of your choice
(except you and your allies) must attempt a Fortitude from them, using Performance instead of Thievery and
save throw. Creatures take 1d4 poison damage per attempting the check against the target’s Fortitude
rank of the spell on a failure, double damage on a DC instead of its Perception DC. The target and
critical failure, or half damage on a success. A creature onlookers automatically notice that you’ve taken this
is also affected based on the number of actions you item regardless of the degree of success you rolled,
spent casting epic recital. but if you get a success the target is also restrained
[two-actions] The creature falls prone on a failure; on a critical by your clever antics until the start of your next turn;
failure, they also take 1d6 bludgeoning damage. if your Performance check is a critical success, it’s
[three-actions] The creature falls prone and takes 1d6 restrained until they successfully Escape instead.
bludgeoning damage on a failure; on a critical failure,
they take 1d6 persistent poison damage. Plot of the Pied Magpie [free-action] Feat 14
2 Rounds Roll the feat’s initial damage twice and Bard Flourish Spellshape
combine the results before adding bonuses to the Prerequisites Epic Recital.
damage. The creature falls prone and takes 1d6 You recount Clever Xolaplex’s defeat of a tengu bard
bludgeoning damage on a failure; on a critical failure, who extorted a village by ensorcelling their children.
they take 1d6 persistent poison damage and are If your next action is to cast epic recital, attempt
clumsy 1 while afflicted with this persistent damage. a Performance check to counteract all auditory,

76
olfactory, sonic, and visual effects within the spell’s
emanation that you aren’t the source of. You and your The Trials of Xolaplex
allies gain a +4 status bonus against auditory, olfactory, When the cyclops Grakgon-Tor tasked Clever Xolaplex
sonic, and visual effects for epic recital’s duration, and with the building of a nation of kitsune in Iblydos, he
if your Performance check to counteract such an effect set forth into the mountains that peered down on what
was a critical success, that creature becomes immune was to be their new home. There he faced the Fire-Eater,
to that effect for epic recital’s duration. a terrible drake known to burn all within the shadow
of its wings. Along the way, Xolaplex encountered a
The Liver-Eater’s Last Laugh [free-action] Feat 16 winter witch who warned him of the drake’s flames. She
Bard Flourish Spellshape refused to help Xolaplex, but the clever kitsune tricked
Prerequisites Epic Recital. her into branding him with a wintry curse. When he
You recount Clever Xolaplex’s most dangerous trial faced Fire-Eater, the driving sleet that harried Xolaplex
of all—his bout against the dread gumiho Kikobaekon extinguished the drake’s flames, allowing him to deal
and her mind-warping magic. If your next action is a felling blow in one stroke. As he descended back
to cast epic recital, attempt a Performance check down the mountain, Xolaplex was ambushed by an
to counteract all mental effects within the spell’s angry mountain spirit whose home had been disturbed.
emanation that you aren’t the source of. You and your Unwilling to listen to the honeyed words of a fox, the
allies gain a +4 status bonus against mental effects spirit rained earth and stone upon Xolaplex’s head. With
for epic recital’s duration. If your Performance check a flash of insight, the kitsune tricked the mad spirit into
would be a success against a creature that isn’t your dropping boulders upon his own shrine, banishing him in
ally, they take a –2 circumstance penalty to Will saves an instant. Near the foothills of the mountain, Xolaplex
against your mental effects; this increases to –4 if they encountered a field of hazardous pits with poisoned
critically fail their Will save and is reduced to –1 if they spikes at the bottom, the machimations of the cruel satyr
succeed on their Will save. Harkelus. The fey tried to lure Clever Xolaplex down a
hole to his doom, but the kitsune turned the tables upon
New Composition Spells his foe and sent the satyr tumbling down in his steed.
Bards can master the following focus spell by selecting With the mountain vanquished, Xolaplex now needed
the corresponding class feat. to secure the seas for his people. On his way to the shore,
Xolaplex passed through the labyrinthine Liachora
Epic Recital [two-actions] to 2 Rounds Spell 1 Wood. The forest was guarded by a deceitful sphinx who
Uncommon Auditory Bard Composition Concentrate tried to trick trespassers with lies within her guardian
Linguistic Manipulate riddle. Cunning Xolaplex quickly saw through the liar’s
Area 60-foot emanation deceit, however, and banished the sphinx by correctly
Duration sustained, up to 1 minute answering her riddle. Across the woods lay the sea, but
You recount an epic poem of mythical heroes and when Xolaplex arrived he found the shore under assault
ferocious monsters. The number of actions you spend by a terrible kraken from the deeps. The kraken tried to
Casting this Spell determines its parameters. Any swallow Xolaplex whole, but the clever kitsune wriggled
creature that uses this bonus becomes immune for 1 free and tried the beast into biting off its own arm
hour after the spell ends. with its beak, causing it to whimper back into the sea in
[two-actions] Allies within the burst (excluding yourself) gain defeat. As Xolaplex made his way back to his people, he
a +1 status bonus to one attack roll, Perception check, was ambushed in the woods once more by the Goldsteel
saving throw, or skill check they attempt each round. lion, a beast whose fur was thought to be impenetrable.
The target chooses which roll to use the bonus on The pair struggled for a fortnight until Clever Xolaplex
before rolling. If the target uses the bonus, they can’t tricked the lion into getting caught within the wood’s
use it again until you sustain the spell. tangle where he quickly fleeced the animal, taking its
[three-actions] As the two-action version, but allies gain this impenetrable fur for himself before slaying him. After
bonus to up to two rolls each round. two weeks Xolaplex returned to his people, but found
2 Rounds If you spend 3 actions Casting the Spell, them enthralled by the melodies of the Pied Magpie,
you can avoid finishing the spell and spend another forced to serve the tengu’s whims. Xolaplex freed his
3 actions on your next turn to empower the spell people by drowning out the tengu’s crowing, slaying him
further. If you do, allies gain this bonus to three rolls in the process. They had been infiltrated by a gumiho,
they attempt each round. however. Clever Xolaplex sniffed out the infiltration and
Heightened (6th) Increase the status bonus to +2. slew her too, securing the Ilaepou’s future on Iblydos.
Heightened (9th) Increase the status bonus to +3.

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Inpaji Kitsune
Physical Appearance Shape Changing
Sporting short, dense fur in mixed shades of brown, Most Inpaji have tailless forms resembling Vudrani
tan, and gray, Inpaji generally have smaller ears than humans, though some uncommonly sport vanara forms
most other kitsune and often have dark fur at the tips that are quizzically called tailless forms despite many
of tails and ears that’s almost blue in appearance. Their vanaras clearly having tails. Fox alternate forms are also
retractable claws are longer, sharper, and stronger than common among Inpaji kitsune.
average, useful for climbing and digging in addition
to fighting. Inpaji fur is so dense that it repels water, Popular Edicts
allowing them to stay dry unless fully submerged. O Embrace the chaos of life’s changing circumstances.
O Keep the mood playful and lighthearted.
Table: Rengo Pigmentation O Spend at least as much time playing as working.
Body Part Pigmentation
Body, Limbs, Tail Fur lllllll Popular Anathemas
Chest, Neck, Groin Fur l O Disrespect someone who has only shown you respect.
Tail Tip, Inner Ear Fur lll O Maintain a grudge against someone.
Eye Color lllll O Soil healthy seed that someone else sowed.

History & Homeland sought after pieces of work for both practical and
According to Inpaji legends, when Daikitsu’s Nine Bright decorative purposes. Inpaji craftsmen are well-known
Grains descended upon the world, each grain took to the for being quite pleasant and inoffensive, as they learned
winds and settled in a different part of Golarion, planting quickly that the best way to ensure their secrecy was to
itself into the ground. From each grain, a crop of rice not give anyone a reason to inquire. Of course, this does
grew as tall as trees. When the crop was mature, kitsune little to discourage their shrewd mercantilism or kitsune
sprung forth fully grown rather than grain. The legends penchant for mischievousness. Indeed, Inpaji manage to
of the Inpaji claim that they descend directly from make a game out of anything and everything, regardless
such an attendant and have always dwelled within the of whether other parties are privy to the nature and
lands of the Impossible Kingdom, despite local records existence of the game or not. Still, they endeavor to
claiming the kitsune’s ancestors sailed to Sumadhadra in keep these habits endearing to the people they serve.
Vudra from distant Goka. Inpaji assert that such accounts
are inaccurate, and that their people merely decided to Culture
begin interacting with the local Vudrani at that point Inpaji culture is one of vivaciousness, calling its children
after becoming enchanted by the fledgling wonders of to work and play with equal tenacity rather than embrace
the Impossible Kingdom. Regardless of which account negative emotions like hatred or strife, which only lead
is true, kitsune have dwelled within the Sacred Soils, to the suffering of others and the self.
Vudra’s breadbasket, for several ages where they live
simple lives growing rice while basking in the wonders of Art
the Impossible Kingdom they call home. Among the arts, dancing is perhaps the greatest
Inpaji kitsune are no strangers to Vudra or the Vudrani’s hallmark of Inpaji culture, and Inpaji practice a distinct
ways, as many among them have assumed successful dancing style called kithsuak that takes inspiration
positions within the Vudrani-Dhavala—the majority of from a combination of folk and classical Vudrani
the country’s population, and adapted to the monsoons dances. While traditional steps and movements exist
and river floodings. Vudrani communities built around in kithsuak dances, the style favors improvisation and
the Matra river host dedicated Inpaji farmers year- moving in a way the dancer finds enjoyable, usually
round, constantly trying new ideas to ensure a more to the beat of traditional tabla drums. Shapeshifting
efficient harvest season. A few particularly ambitious is also incorporated into kithsuak dancing, wherein
Inpaji have even moved these efforts to run some of dancers typically wear flowing gowns, tunics, and
the most lucrative rice fields and orchards in the Golden sashes that cause these garments to occasionally
Basin while others choose instead to take up artisanship, obfuscate the dancer’s body from onlookers so the
becoming ceramists or textile workers, creating highly kitsune can quickly change shape between steps.

78
Celebrations and Holidays tends to favor hot spices, local vegetables, and jasmine
Celebrations and parties are the lifeblood of Inpaji rice, which can be found across the Vudran continent.
kitsune’s spirited hearts. They waste no opportunity Other staple ingredients include millet grains, whole-
to get up and dance with reckless abandon in a high- wheat flour for bread, and a staggering array of edible
energy performance of steps, kicks, and twirls, with or legumes and pulses, especially chickpeas. Dishes are
without music. During wedding celebrations, they bring often cooked in a vegetable oil, seased with mustard
out double-sided dhol drums tied to their bodies with seed, tumeric, cumin, ginger, and garlic and served
rope and played with dual mallets, coming together with flat bread called naan. Inpaji tend to eat more
with family and friends for intricately choreographed meat than their human neighbors, especially poultry
dance circles whose rhythm increases in time and and beef served in a variety of curries. Fruits are
complexity as they surrender to the melody. Any commonly served as dessert and in sweets, with the
betrothed Inpaji in attendance also join in the revelry, best known being an Inpaji spin on the popular drink,
spontaneously pulling the couple into a dancing game maka lassi, that’s made in a two-layer swirl so each sip
called ‘Find the Fox.’ Both sides of the marital party alternates between two fruity tastes.
secretly dress identically to the couple-to-be and don
matching masks, which they also slip onto the couple Dress
as they sweep them into the dancing circle. The couple As with the rest of Vudra, Inpaji dress varies heavily
must identify one another before the end of the dance from region to region, morphing to closely resemble
while their friends and family attempt to fool them. At that of the local Vudrani humans. Garments that wrap
the end of the song, everyone in attendance removes around the wearer’s body are popular due to the ease
their masks and plants a kiss upon whomever they
ended up dancing with by the end, often to uproarious
laughter. Success at this dance is seen as a good omen
for the marriage and results in the couple being gifted a
dhol by their parents upon moving into their own home.
The turning of winter into spring marks a joyous
occasion filled with the adornment of bright blue and
yellow clothes, adding more vibrancy to an already lush
land. Kite flying is a widely seen form of celebration at
this time, and Inpaji diligently attempt to top the silly
tricks and designs of years prior. As this time of year is
considered to be quite auspicious, many kitsune make
pledges to attempt new ventures or create and stick to
new habits for the coming year. How well this actually
works varies, but it doesn’t stop Inpaji from doing it
again every year. With the first new moon following
the spring equinox, Inpaji gather together with their
communities to raucously celebrate Vaishakh, the
winter harvest. Dancing and singing are but the start
of celebrations, with communal feasts being the
favorite activity of the season for many. It’s common
to commemorate with the Nine-Dyed Grains, a sweet
rice dessert dish with the rice dyed in three colors
and mixed with dried fruits and nuts. In the evening
after the celebrations, Inpaji make a plate offering to
their ancestors consisting of their favorite meals with
perfumed flowers, and set afloat down the Matra
River in small paper boats made by the family’s kits.
Most Inpaji family members meticulously record their
favorite meals in familial scrolls for this purpose.

Cuisine
Extremely localized using crops grown in diverse soils
and climates found throughout Vudra, Inpaji food
Inpaji Farmer

79
of slipping one’s tails through the wrappings, with lungi Technology
being more popular than contemporary trousers. Those Few Inpaji concern themselves with technological
presenting as women don sari, mehkela sador, and rignai wonders the likes of clockwork. Instead, theirs tend
based on region and presence, while those presenting to be more practical, having innovated numerous
as men favor long, knee-length coats such as achkan techniques for irrigating their fields by automating
or angarkha. Men living in regions that are influenced much of the backbreaking work that farmers in other
by Inner Sea styles as fashion favor bandhgalas, a regions of the world are forced to rely on. Utilizing
formal evening suit with a coat and trousers inspired gravity, most Inpaji build brass pipes peppered with
by Absalom fashion with a Vudrani twist. In all cases, holes for sprinkling water across their farm, choosing
vibrant colors are favored over neutral tones with the land that’s downhill from a water source so gravity can
exception of white, which is worn on especially hot days distribute the water for them.
to help relieve the oppressive Vudrani heat.
Traditions
Language & Dialect Most Inpaji kitsune follow these social customs in
Most Inpaji speak Vudrani in polite company, but revert addition to those unique to their community.
to Senzar when alone. The language of spirits doesn’t Birth: Inpaji have numerous traditions regarding
adequately express mortal concepts while Vudrani fails the birth of a child, the most significant being that of
to sum the majesty of the spirit world, so most Inpaji the naming ceremony. Following the child’s birth, the
find themselves swiping words from the two languages midwife takes the infant’s placenta to a cleric where
constantly, merging both together to properly convey numerous rites of cleansing are performed upon it.
their thoughts and ideas. Most Inpaji are able to During this time, the child is not to be named. About
suppress this urge for the sake of their shape shifting if 14 days following the child’s birth, this cleric performs
needed, though the temptation for accurate expression funerary rites for the placenta at a local farm with
is strong within them, and the easiest way to spot an the child, their parents, and their family and friends
Inpaji in disguise is to know a lick of Senzar. in attendance. Rather than a mourning, Inpaji give
thanks to the placenta for its role in keeping the new
Population and Hierarchies child safe and healthy during its development, after
Extremely populous, census data estimates that which it is ritualistically burned, its ashes scattered
several hundred thousand Inpaji live in the Impossible across the farm so that it may be used to nourish other
Kingdoms, with conservative estimates placing the families as it nourished the child. After the ashes are
total population around 375,000 persons. While scattered, the parents are expected to formally name
sizable communities can be found in most Vudrani the kit—introducing them to their community. Shortly
cities, they aren’t populous enough to be considered after, this name is tattooed upon the shoulders of both
common in these places save for cities and villages parents in henna to promote bonding between the
found along the Matra River, which the Inpaji tend to parents and the child while the community prepares a
inhabit in droves. Just as many Inpaji live in more rural lavish feast filled with song and dance.
areas where they’re afforded a bit more privacy to River’s Cleansing: The Matra is sacred water among
work their land and play as they please, however, with the Inpaji kitsune, who believe that the river’s waters
many such Inpaji operating small farms specializing nourished them as rice planted by their Bright Grain
in rice, white, or poultry. Those familiar with kitsune and continue to do so as mortals. The river’s waters
can often recognize an Inpaji farm by a small roadside are viewed as having cleansing properties, and many
shrine to Daikitsu, though these places of worship travel to its banks to embark on sacred rites to wash
aren’t always plainly obvious. away sickness and bad luck, offering the bather a
Inpaji kitsune usually organize themselves in a fresh start. The first new moon following the Matra’s
representative democracy, with local community first flood marks another yearly tradition undertaken
councils consisting of a representative of each family. by kitsune friends, as well as those with unresolved
Inpaji typically choose the wisest family member for conflicts. This challenge requires the kitsune to scale
this council regardless of age, and local councils select the riverside bluffs and jump into the water without
one among them as a delegate to a regional council, outside aid. The soul who leaps from the greatest
who also select one among them as a delegate to a height is deemed the winner, settling any such disputes
national council. In this way, information can be spread between contestants; those who lost are encouraged
over the entirety of the Inpaji people, though this to allow the Mahtra’s cleansing waters to wash away
system isn’t without faults as a 3 month lag between feelings of spite and strife. Though deemed foolhardy
council meetings and local meetings is typical. by many, the event is seen as a means to prove one’s

80
strength and bravery to fight for their convictions but Skirmish Performer Archetype
this doesn’t stop participants from using distractions Kithsuak is the best-known combat performance style,
and trickery to outmaneuver their fellow contestants but others exist across Golarion. All characters have
in hopes of guaranteeing victory through a forced slip- access to the following common archetype.
up. Throngs of onlookers watching from the riverbed
ensure that healing preparations are ready in case Skirmish Performer Dedication Feat 2
anyone gets hurt—a frequent occurrence. Archetype Dedication
Worship All Who Deserve: Similar to the Vuldrani Prerequisites expert in Performance.
whose lands they share, Inpaji worship a multitude You’re able to weave common combat actions into
of different figures as deities, the chief among them a deadly dance. You can enter a Battle Groove and
being Daikitsu and her Nine Bright Grains. Many Inpaji choose one 4th-level skirmish performer archetype
erect small, concealed shrines dedicated to the Lady feats. You gain this feat, ignoring its level prerequisite.
of Foxes in or around their homes, viewing them This bonus feat doesn’t count towards the total
as a connection between them and their ancestral needed to select another dedication feat.
homeland across the sea. There are some who believe Battle Groove (stance) [one-action] Effect While you are in
that a portion of her original attendants, the Nine this stance, you gain a +1 status bonus to your AC and
Bright Grains, are actually present in the land under on Reflex saves so long as you aren’t taking a check
the guise of minor deities, assumed in order to look penalty from any armor you’re wearing. You can
after the skulk of kitsune who call the land home. Perform once per turn as a free action.
Still, there are plenty of Inpaji that openly worship
and revere more common deities from the region. Hop and Bop [two-actions] Feat 4
Matravash is an obvious choice, as many Inpaji are so Archetype Flourish
close to the river named after the goddess, and so Prerequisites Skirmish Performer Dedication.
too near one of many temples situated alongside it. Requirements You are in a battle groove and your last
Some Inpaji have found a bond with the vanaran deity action this turn was to Perform.
Ragdya, taking quickly to the edicts of enlightenment You nimbly twist as you perform before unleashing
and the use of pranks for teaching. Among the more a quick attack. You Strike and Tumble Through in any
mischievous in this lot are Inpaji that prefer vanaran order. Your Strike deals an additional 1d6 precision
secondary forms under the supposition that their damage on a success or a critical success; this increases
antics will be more acceptable in such a guise. Smaller to 2d6 at 11th level and 3d6 at 17th level.
numbers invoke the ideals of Arundhat, particularly
when combined with other prayers and offerings. Shift and Hop [two-actions] Feat 4
Archetype Flourish
Kithsuak Dancing Prerequisites Skirmish Performer Dedication.
Unique to the Inpaji people is the art of kithsuak Requirements You are in a battle groove and your last
dancing, a vigorous dance style performed by Inpaji action this turn was to Perform.
farmers during the harvest season in celebration of the You slide and hop around an enemy, bobbing and
new year’s jasmine rice crop. Well-known throughout weaving faster then their eyes can track. You Step
the Impossible Kingdoms, the dance style features and Tumble Through in any order. Creatures you are
relatively simple steps that are performed using physical adjacent to or whose space you succeed or critically
skill honed from tireless hours tilling the fields. Kithsuak succeed at Tumbling Through are off-guard against
features energetic hops and leaps with arms raised and you until the end of your next turn.
commonly includes flourishes like fast spins or dramatic
leans and bends of the back. Kithsuak is a full-body dance Shift and Stride [two-actions] Feat 4
and includes steps that can only be properly performed Archetype Flourish
by people with tails, as well as others that require shape Prerequisites Skirmish Performer Dedication.
shifting between forms. Kithsuak is synonymous with Requirements You are in a battle groove and your last
Inpaji culture, religion, and traditions, as the three basic actions this turn were to Perform, then to Step and
steps combined with the six intermediate ones are Stride in any order.
though to symbolize Daikitsu’s Nine Bright Grains as You take a brief step before waltzing quickly across
well as the Lady of Fox’s nine resplendent tails. Because the battlefield. You Step and Stride in any order. You
of its cultural significance most kithsuak dancers are are concealed against creatures you were adjacent to
overjoyed to teach it to outsiders and the dance style is when you Stepped; this lasts until the start of your
widely celebrated throughout Vudra today. next turn and you can try to Hide from such creatures.

81
Shift and Strike [two-actions] Feat 4 You’re able to combine your athleticism into your
Archetype Flourish performance. When you use a skirmish performer
Prerequisites Skirmish Performer Dedication. archetype feat that includes a subordinate Strike, you
Requirements You are in a battle groove and your last can replace that Strike with a Disarm, Escape, Grapple,
actions this turn were to Perform. or Trip action. For example, when you activate Slide
You take advantage of your momentum to leave your and Strike you can Stride and Trip in any order instead
foe unsure of your next movement. You Step and of Stride and Strike.
Strike in any order. Creatures whose AC you hit with
a success or a critical success on this Strike or who are Battledancer’s Freestyle Feat 6
adjacent to you after this Step can’t trigger reactions Archetype Swashbuckler
against your manipulate or move actions until the end Prerequisites Skirmish Performer Dedication,
of your next turn. battledancer style.
You add a bit of flair to your skirmish performances.
Slide and Strike [two-actions] Feat 4 Using any swashbuckler action that grants a
Archetype Flourish battledancer swashbuckler panache counts as using
Prerequisites Skirmish Performer Dedication. the Perform action for the purpose of meeting the
Requirements You are in a battle groove and your last requirements of your skirmish performer feats. For
actions this turn were to Perform. example, you could trigger Shift and Strike after using
You jaunt across the battlefield, Striking those in your Leading Dance as though this feat were Performing.
path. You Stride and Strike in any order, then you
either Stride once or Strike once (your choice). If you Spellcaster’s Freestyle Feat 6
choose to Stride again, you gain a +10-status bonus to Archetype
your Speeds for this movement. If you choose to Strike Prerequisites Skirmish Performer Dedication, ability
again, your multiple attack penalty is reduced to –2 for to cast an attack spell.
this Strike (or –1 if you Strike with an agile weapon). You freestyle using offensive magic. When you use
a skirmish performer archetype feat that includes a
Spin and Slide [two-actions] Feat 4 subordinate Strike, you can replace that Strike with a
Archetype Flourish Casting a one or two action attack Spell. For example,
Prerequisites Skirmish Performer Dedication. when you activate Slide and Strike you can Stride and
Requirements You are in a battle groove and your last cast ignition in any order instead of Stride and Strike.
actions this turn were to Perform, then to Stride and
Tumble Through in any order. Vigorous Steps Feat 6
You perform a quick duck and slide to escape from Archetype
harm’s way. You Stride and Tumble Through in any Prerequisites Skirmish Performer Dedication.
order. Afterwards, you Stride a second time, this time Your dancing keeps your blood hot and your body
only up to half your Speed. Other creatures can’t limber, making it easy to shrug off immobilizing effects.
trigger actions against this Stride. Add your battle groove’s status bonus to Fortitude
saves and Will saves against effects that would make
Bard’s Freestyle Feat 6 you clumsy, reduce your Speed, or reduce the number
Archetype Bard of actions you can take. This includes effects that grant
Prerequisites Skirmish Performer Dedication, the immobilized, paralyzed, or slowed conditions.
courageous anthem focus spell.
You’re able to freestyle using your compositions. Finale Follow-Up Feat 8
Casting a composition Spell counts as using the Archetype
Perform action for the purpose of meeting the Prerequisites Skirmish Performer Dedication.
requirements of your skirmish performer feats. For Your flourishes enhance your capabilities. When you
example, you could trigger Shift and Strike after activate a skirmish performer archetype feat that
casting courageous anthem as though this activity includes Step, Stride, Strike, or Tumble Through as a
were Performing. subordinate ability, you gain a benefit until the end of
your next turn based on which action you activated last
Athlete’s Freestyle Feat 10 as part of that skirmish performer action. For example,
Archetype since Spin and Slide allows you to Stride and Tumble
Prerequisites Skirmish Performer Dedication, expert Through, you’d gain the Stride benefit if Stride was the
in Athletics. last subordinate action you activated with that feat.

82
your next turn. If you also have Sweeping Steps, you
O Step: You’re immune to the off-guard condition. can choose to give allies the benefit of this feat or that
O Stride: Your next Stride is a free action. feat, but not both.
O Strike: Add your battle groove’s status bonus
to
your Strikes’ damage rolls. Sweeping Steps Feat 12
O Tumble Through: You are concealed against all Archetype
effects that target you. Prerequisites Skirmish Performer Dedication.
Your footwork is contagious, sweeping your allies into
Greater Groove Feat 8 the dance. When you activate a skirmish performer
Archetype archetype feat that allows you to make a Step or
Prerequisites Skirmish Performer Dedication. a Stride as a subordinate action, each ally that’s
Your performance quality enhances your abilities. adjacent to a square you moved into or through using
While you’re in a battle groove, the first time you that archetype feat can use their reaction to Step or
Perform each round you can compare the result of to Stride up to half their Speed. If you also have Fancy
your Performance check to a level-based DC of your Footwork, you can choose to give allies the benefit of
level, using the following degrees of success. this feat or that feat, but not both.
O Critical Success: Until the start of your next turn
you’re quickened 1 and your battle groove’s status
bonus increases to +2. Your battle groove’s status
bonus improves to +3 if you’re 18th level or higher
and have at least three non-dedication skirmish
performer archetype feats. You can only use the
additional action from the quickened condition to
Step, Stride, Strike, or Tumble Through.
O Success: As a success, except you aren’t quickened.
O Critical Failure: Your battle groove stance ends as
you perform a misstep that throws off your groove.

Flexible Freestyle Feat 10


Archetype
Prerequisites Skirmish Performer Dedication.
You’re able to substitute more complex dance steps
for the basics. When you use a skirmish performer
archetype feat that includes a subordinate Step,
Stride, Strike, or Tumble Through, you can replace
one subordinate action from its list with a different
single action ability if it includes the replaced action
as a subordinate action and doesn’t have the flourish
trait. For example, you could replace Slide and Strike’s
subordinate Strike with a swashbuckler’s Confident
Finisher because this action only requires one
action, doesn’t have the flourish trait, and includes a
subordinate Strike as part of its effects.

Flanking Footwork Feat 12


Archetype
Prerequisites Skirmish Performer Dedication.
Your enemies are at a loss for how to defend against
your fancy footwork. When you activate a skirmish
performer archetype feat that allows you to make
a Strike or Tumble Through a creature’s space as a
subordinate action, you provide flanking to your allies
from every square that you moved into or through
during this turn. This benefit lasts until the start of
Inpaji Kithsuak Dancer

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84
Kitsune of the Crown
It was early one morning when I spotted him, a fox Second only to humanity in adaptability, kitsune can
unlike any I had ever seen before. The chill of winter dwell anywhere common foxes roam, and the Crown of
hadn’t yet befallen the land, yet the fox’s coat was as the World is no exception. Living amid scouring winds,
white as fresh-fallen snow. Its eyes were piercing, the freezing temperatures, and empty fields of ice and
sort of blue one can only find secreted away within a snow, these kitsune contend with some of the most
glacier. I was mesmerized by his beauty, only for him to inhospitable environments on Golarion. The Crown of the
dart away quicker than the summer months. And like World boasts a variety of frigid biomes depending upon
summer, I wasn’t ready to see him pass into memory, so I the season, from wetlands and rivers and mountainous
followed him. Through the woods, across the hills, and up settlements along the Outer Rim to mountainous
the tall mountains until finally he stopped to gaze up glaciers on the High Ice to the frozen deserts of the
at the sky. Only he wasn’t a fox; he stood tall as a man, Boreal Expanse. Kitsune can be found hidden among
garbed in many fine furs. Yet his fur and piercing blue them all, often dwelling in small settlements living in
eyes were unchanged as colors danced around him; his harmony with locals ranging from the Erutaki humans
tail a brush, magic his muse, and the sky his canvas. and Ilverani elves to the dwarves of Zavaten Gura,
making a simple existence for themselves while avoiding
—An excerpt from “The Fox Paints Upon the Sky giants, rime dragons, and worse—the frigid cold itself.

INUGANTIQ Crown of the World continue their caravans along the


The primary kitsune ethnic group dwelling within the Path of Aganhei, though few travel the treacherous
Crown of the World, inugantiq kitsune make their homes trade route completely. Instead, most Rengo travel
amid the frigid expanses of this borean landscape, mostly a small subsection of the Path frequently, avoiding
in the southern Outer Rim and its neighboring High Ice, the long stretches that skirt into the Boreal Expanse
preferring the region’s rivers, mountains, and forests if they can avoid it. Although most Rengo live on the
to its seasonal wetlands. Few permanent inugantiq Avistan side of the Crown, a few notable communities
settlements exist in the Boreal Expanse, as the cold can be found on the Tian Xia side, the descendants of
desert that surrounds Golarion’s pole has little in the way travelers who dared cross the Crown of the World in its
of game or usable resources of any kind. entirety and wisely chose to settle rather than return.
Nations: Almhult, Hasanaliat, Khorkii Clans, Osman Nations: Almhult, Hasanaliat,
Confederation, Ulaagor Clans, Yumyzyl, Zavaten Gura. Settlements: Aaminiut (Hasanaliat), Asre (Almhult),
Settlements: Aaminiut (Hasanaliat), Asre (Almhult), Helsingbyen (Almhult), Iqaliat (Independent
Helsingbyen (Almhult), Iqaliat (Independent Settlement), Settlement), Roshik (Almhult), Snemmevik (Almhult),
Kiskerkon (Hasanaliat), Jaagin (Osman Confederation), Surtse (Almhult).
Ketskerlet (Khorkii Clans), Kyzuv (Yumyzyl), Roshik
(Almhult), Snemmevik (Almhult), Surtse (Almhult), Tuvar Shanko
(Ulaagor Clans), Ul-Angorn (Independent Settlement), Although few in number, a handful of Shanko kitsune
Unaimo (Independent Settlement), Zavaten Gura (Dwarf). communities exist in the Crown of the World, most
notably among the Ulaagor Clans of the Songil Sea.
Other Ethnic Groups Possessing fur that’s notably paler than their southern
The following ethnic groups can also be found in the counterparts, Shanko kitsune largely dwell in the
Crown of the World, although they tend to be smaller in mountainous regions of the Crown of the World along
population and influence than the Inquantiq. the Wall of Heaven. There they often act as guides
for human and dwarf travelers seeking to make their
Rengo way from the Outer Rim and into the High Ice, though
Found throughout Avistan, Rengo kitsune often settle few Shanko are bold enough to travel into the Boreal
on the edges of the Crown of the World in its Outer Expanse, finding the desert to be unsettling due to its
Rim, especially in nations bordering the Inner Sea lack of trees and mountains.
region or that exist along the Path of Aganhei, such Nations: Khorkii Clans, Ulaagor Clans, Yumyzyl
as Almhult and Hasanaliat. Living almost exclusively Settlements: Ketskerlet (Khorkii Clans), Kyzuv
among humans, Rengo kitsune dwelling within the (Yumyzl), Tuvar (Ulaagor Clans)

85
Inugantiq Kitsune
Physical Appearance Shape Changing
Inugantiq kitsune tend to have body shapes that retain Inquantiq kitsune are evenly split between having fox
heat better; specifically, they tend to be shorter and alternate forms and tailless ones, as which alternate
thicker than kitsune of other ethnic groups with shorter form one doesn’t affect their ability to survive in the
snouts, and a heavier-than-average layer of body fat. Crown of the World much. Either way, Inugantiq kitsune
Their fur coats are seasonal, reacting to the coming tend to assume the forms of their boreal neighbors.
frost by shedding their thinner, brown summer coats
for denser fur in shades of white, blue-black, or gray. Popular Edicts
Many Inugantiq kitsune have marbled fur coats. O Provide comfort to others that’s within your means.
O Shine a light on the darkest days.
Table: Rengo Pigmentation O Work hard so everyone can live to see tomorrow.
Body Part Pigmentation
Body, Limbs, Tail Fur lllllll Popular Anathemas
Chest, Neck, Groin Fur lllllll O Abandon someone who needs help.
Tail Tip, Inner Ear Fur lllllll O Share someone else’s secrets without permission.
Eye Color llllllll O Wasting anything edible, especially meat.

History & Homeland giants, and all manner of massive animals that prowl the
Inugantiq kitsune have dwelled at the Crown of the frozen woods. To imply that the Inugantiq merely cower
World longer than recorded history has existed, and within dirt hovels is a grave insult, however, as Inugantiq
their legends reflect this antiquity. According to their kitsune also possess one of the most storied and robust
people’s myths, once there was nothing on Golarion but martial cultures of any kitsune ethnic group the world
water until rocks and stones fell from the skies, creating over, brandishing spears and axes forged by the dwarves
the continents. Seeing this empty land, Desna and of Zavaten Gura in a fluid fighting style that’s said to
Ashava painted the sky with lights while Daikitsu sowed cause the snows beneath their paws to flair to life in a
her grains upon the stones, growing a vast forest from mesmerizing display that seems as though the warrior is
which all of creation emerged. In the early days, there bringing the winds and frost to bear against their foes.
was no distinction between species—all creatures were Inugantiq history is a peaceful one, the denizens of
one and the same, able to shift between shapes as easily the Crown often being too preoccupied with survival to
as one might dance beneath Ashava’s moon or Desna’s engage in political strife. A common Inugantiq saying is
aurorae. Over time, however, the creatures of the world that one only lives as well as their neighbor, and most
forgot how to dance and remained complacent with their people living atop the Crown of the World ascribe to
forms, causing the forest to wither. All save the kitsune, this theory. It’s common for dwarves to help Inugantiq
who continued to praise the Mothers Three from within villages by smelting metal goods, for Inugantiq kitsune to
what remained of Daikitsu’s sacred wood. accompany Erutaki human neighbors on multi-communal
On the Crown of the World, there are no organized hunting trips, or for elves to work alongside Inugantiq
governments or countries akin to the likes of Taldor, kitsune on weaving mystical enchantments for the good
Minkai, Vudra, or Xopalt. Instead, loose alliances of of everyone. As a result, Inugantiq history is defined more
villages dominate the frigid landscape, an arrangement by each community’s struggles against natural forces
that serves Inugantiq interests well. Inugantiq kitsune rather than social ones; tales of harsh winters and great
largely keep to themselves, living life from within famines where these events are personified as terrible
subterranean villages dug out from under snow and monstrosities are common, as is the glorification of the
soil beneath the Domagalki Forest and the Hills of leaders who led their communities through hardship.
Screaming Trees and concealed with illusory magics cast
in ages past by their ancestors. These ancient dwellings Culture
are designed to afford the Inugantiq a modicum of As wondrous as ice shimmering in the morning sun,
peace and stability within their ancestral woods, as the Inugantiq culture is a work of beauty amid the howling
forests of the Crown of the World are notoriously filled storm of their harsh environment and the dangerous
with all manner of terrifying creatures, including trolls, creatures that prowl it.

86
Art embroidered and dyed with many intricate patterns
Inugantiq art typically consists of pieces that have representing an individual’s clan and family ancestry.
functional use for the community fashioned from Each full outfit consists of a parka, pants, mittens, inner
the uneatable remains of the creatures they hunt to footwear, and outer boots and is made using a grueling
survive, such as baskets woven from whale baleen, weeks-long process that renders outwear waterproof.
caribou-skinned leathers, and fanciful trinkets carved This process is deeply spiritual, as by donning the skin
from walrus ivory or into the ice blocks of their of a hunted animal Inugantiq believe that they are, to an
underground homes. Contact with travelers along the extent, assuming its shape. As an offering to appease
Path of Aganhei from the warmer continents of Tian the spirit of those they’ve slain and worn, an Inugantiq’s
Xia and Avistan has also resulted in Inugantiq kitsune own shed fur from winters passed is preserved and
using media such as charcoal and paper, as well as woven into the outerwear as a lining along the arm’s
others that don’t easily succumb to the frost. seams and the edge of the parka’s hood.

Celebrations and Holidays Language & Dialect


Inugantiq celebrations revolve around the passing of Most Inugantiq are multilingual, speaking a combination
seasons, which the kitsune track by changes in the of Elven, Dwarven, or Erutaki and Senzar, the language
length of the day and the migration of animals. Chief of spirits. Inugantiq kitsune have their own dialect
among their celebrations is the Festival of Frost, which of Senzar that is easier to learn and lacks much of
occurs during Kuthona on the final day of the year. the confusing conjugations of the kami’s tongue, but
During the Festival of Frost, every Inugantiq celebrates it’s largely unchanged despite thousands of years of
in a lavish feast of fine meat and grain, brewing all supposed separation from the Forest of Spirits.
manner of beer and wine in a rancorous celebration
that’s been often mistaken for the gleeful cries of
beasts in what likely contributed to their homelands
being named things such as the Roaring Woods or the
Hills of Screaming Trees, especially because entrances
to Inugantiq burrows are often concealed in hillsides
while their chimneys are glamored as tall trees. After
an evening of feasting, the Inugantiq bring the scraps
that remain up to the surface in the hours just before
dawn on the first day of the new year. Each community
member states their age, gives thanks to Daikitsu, and
states a resolution for the coming year before eating
their share of the leftovers. This tradition is thought
to bring good luck in one’s endeavors in the new year.

Cuisine
Barley and rice are staple crops of the Inuqantiq diet,
as is meat harvested from fish and herd animals.
Favored meats include walrus, seal, narwhal as well
as terrestrial venison from caribou and muskox. Most
vegetables used in Inugantiq meals are harvested
during the warm months and stockpiled for winter,
consisting of various types of berries, herbaceous
plants, tubers, roots, and seaweed. Inugantiq food is
mostly eaten frozen, raw, or boiled with few added
ingredients or spices. Popular dishes include berries
mixed with animal fat, flatbread made from barley,
herbal tea, and traditional soup made from animal
meats and fats with added herbs.

Dress
Inugantiq clothing largely consists of leather garments
fashioned from caribou, seal, and seabird skin that is
Inugantiq Hunter

87
revolve around the oldest members—who by nature
The Mothers Three often have the most tails, who act as living libraries for
Most Inugantiq kitsune worship a pantheon consisting the community’s oral history and knowledge.
of Desna, the Mother of Shining Stars; Ashava, the
Mother of the Long Moon; and Daikitsu, the Mother Technology
of the Bountiful Supper. The Mothers are typically Inugantiq kitsune rely on similar technologies as their
worshiped on the equinoxes and solstices due to their follow residents of the Crown of the World—spears
importance in the changing of seasons, which Inugantiq wrought from bone, wooden boats, and survival skills
legends claim is the result of an endless dance between that have been perfected across generations in the
Desna and Daikitsu that Ashava leads—just as the moon world’s most unforgiving environment.
cycles through phases like steps in a dance, so too do
the seasons. Daikitsu is thought to lead Desna during Traditions
the spring equinox and summer solstice as she warms Most Inugantiq kitsune follow these social customs in
the land and grows the harvest while Desna takes lead addition to those unique to their community.
during the autumnal equinox and winter solstice when Birth: On the frozen cap of Golarion, each new life
her stars shine longer as daylight disappears. Together, is seen as a blessing. No truer does this ring than with
these holidays are known as the Step of the Seasons, and Inugantiq families, who often spend weeks preparing
it is customary for Inugantiq to wed during such holidays. for the arrival of a new kit. Traditional midwives wait
Edicts Revel by dance, share your bounty so all may tirelessly on the expecting mother, as the frigid cold
prosper, contemplate the nature of change in nature. can claim the lives of both mother and child without
Anathema Hoard supplies you don’t need, harm a proper care. After the child is born, the kit is quickly
child or an innocent, isolate yourself from others. wrapped in blankets woven from the fur of their
Pantheon Members Ashava, Daikitsu, Desna. parents in order to ensure the child knows their
mother and father’s scent and warmth, after which
Devotee Benefits the community cares for the young family as the
B Divine Ability Dexterity, Charisma family cares for its newest member.
B Divine Font heal Lightweavers: For a boreal culture kitsune rely on
B Divine Skill Performance agriculture, a survival strategy that would not work
B Favored Weapon bladed scarf without light weavers. Possessing a minimum of three
B Domains Change, Family, Moon, Stars tails, these kitsune brave the frigid ice and snow of the
B Alternate Domains Darkness, Nature Crown of the World traveling from village to village,
B Cleric Spells 1st: dizzying colors; 2nd: animal form; combining their foxfire with potent magic to create
5th: howling blizzard. a shimmering light capable of sustaining the village’s
plants for the winter. To be a lightweaver is a great
honor among kitsune, and most are accompanied by a
guard that ensures the lightweaver keeps the spirit of
Population and Hierarchies the Inugantiq alive another season.
Found mostly in the Crown of the World and Physical Intimacy: While all kitsune tend to be
neighboring regions such as the Lands of the Linnorm more physically intimate than most other ancestries,
Kings, the Wall of Heaven, and Irrisen, Inugantiq frequently engaging in nonsexual acts of sensual
kitsune keep relatively small villages of around 50 proximity or touching, the Inugantiq are especially
to 100 people, or around 10 to 12 families. When intimate with one another due to the limited amounts
accounting for all families across the Crown, the total of space that comprise their settlements and due to
population is estimated to number roughly 45,000 the frigid environment. It’s common for Inugantiq
persons, though it’s rare for communities to interact kitsune to constantly embrace, groom, and touch one
with one another beyond hospitalities offered to another without much regard or second thought. Such
travelers along the Path of Aganhei. intimacy doesn’t extend to foreigners, however; even
Inugantiq communities value hard work and with close kitsune friends from other communities,
typically assign each member of the community roles Inugantiq culture teaches the importance of
based on personal strengths. For this reason, kits are respecting personal boundaries and honoring wishes
often taken out to try out different jobs in order to for privacy and space. As a result, Inugantiq often
help them find the role they’ll excel in as adults, with frequently ask whether visitors want to engage in
potential tasks ranging from hunters and gatherers such acts and offer hugs to those they meet out of
to weavers and tenders and more. Most communities concern or excitement—most Inugantiq find the

88
sensation of touch especially soothing and readily Dance Between Shapes, resolving the chosen shape as
accept such offers. Perhaps the best-known example though the spell’s rank were 2 lower (minimum 1st).
of Inugantiq intimacy involves their sleeping habits, You can remain transformed for up to 1 hour or the
as entire Inugantiq communities traditionally cuddle listed duration (whichever is longer).
together when they sleep, both for intimacy and for
keeping warm during the impossibly cold nights. As Waltz of the Shape Shifter Feat 20
a result, many Inugantiq struggle to fall asleep when Archetype Concentrate
not directly next to another person and tend to seek Prerequisites Shape Dancer Dedication, master in
out physical intimacy when traveling. Performance.
You peerlessly flit between shapes. Once per day when
Shape Dancing you Dance Between Shapes, you can choose to assume
According to Inugantiq myths, all creatures were once a kaiju shape, as listed by nature incarnate. If you have
one, but forgot this ability. Not only do Inugantiq believe Plant Shape, you can also choose a green man shape
that kitsune shape shifting is a glimmer of this ability, instead. You also gain the Freestyle Shape activity.
many train constantly to retain the old art of dancing Freestyle Shape [two-actions] (concentrate). Requirements
between shapes. You’re under the effects of Dance Between Shapes.
Effect You change into any other shape on your Dance
Shape Dancer Archetype Between Shapes list. If the duration of that shape is
Kitsune have access to this archetype. different from the one you were previous in, use the
Additional Feats 6th: Anthropomorphic Shape; 8th: shorter duration to determine your duration remaining.
Insect Shape; 10th: Ferocious Shape, Soaring Shape;
12th: Elemental Shape, Plant Shape; 14th: Dragon
Shape; 18th: Monstrosity Shape.

Shape Dancer Dedication Feat 4


Archetype Dedication
Prerequisites Change Shape, trained in Performance
You’ve studied the art of dancing between shapes. You
gain the Dance Between Shapes action. You can take
feats in the grain dancer’s additional feats entry even
if you don’t meet the Untamed Form prerequisite, and
Dancing Between Shapes counts as using untamed
form for the purpose of those feats’ benefits.
Dance Between Shapes [one-action] (concentrate, magic,
polymorph). Effect If your next action is to Change
Shape, choose a shape listed in animal form, pest
form, or a feat listed in the grain dancer archetype’s
additional feats entry. You assume that form for 10
minutes. When you transform into a shape granted
by a spell, you gain all the effects of the shape you
chose from a version of the spell heightened to half
your level. When you choose to use your own attack
modifier while polymorphed instead of the form’s
default attack modifier, you gain a +2 status bonus
to your attack rolls. Once you activate this ability, you
can’t activate it again until you spend 10 minutes in
contemplation of your last performance, which has
the concentrate and exploration traits.

Shape Changer’s Steps [one-action] Feat 6


Archetype
Prerequisites Shape Dancer Dedication, expert in
Performance.
You’ve perfected the steps to shape shifting. You
Inugantiq Shape Dancer

89
90
Kitsune of Garund
And so young Awahdei awoke in the basket-head’s At a glance, few kitsune appear to happen the continent
brow, its tail swishing pleasantly to and fro. It dashed of Garund despite its size, with many claiming that
quickly along the dirt road. the sands of the Golden Road are too inhospitable to
“It’s just as mother said,” Awahdei whimpered. “The their people because their original forms are often
basket-head will break open my skull with rocks and eat less efficient at heat dispersal thanks to their fur. This,
my brains before gnawing on my bones!” however, is a farce—clans of kitsune once thrived in the
“Quiet back there!” the basket-head hissed. “Can’t you Mwangi Expanse, and all Garundi kitsune tell stories of
see I’m concentrating on the path home?” how one of the Nine Bright Grains planted their people
Looking at the road, Awahdei saw two paths; one within the jungle’s loam, only for them to flee when a
passed under a large, hanging tree. “Pick that path,” she great evil took root amid the jungle’s trees. Today, the
said, pointing to the tree. “It is much faster. descendants of these kitsune have developed into two
The basket-head agreed, and as soon as it passed under distinct ethnic groups—the Kalaebi along the Golden
the tree Awahdei grabbed its branches and lifted herself Road and the Zuqilsi in South Garund. That being said,
out of the basket-head. It hadn’t even noticed. small pockets of the Mwangi’s original ethnic group
remain, living in treetop villages in the heart of Garund’s
—Awahdei and the Basket-Head expansive jungle.

Kalaebi hairstyles atop their heads and the fact that they appear
Dwelling admit the sands of the Golden Road, the Kalaebi so dullard that their heads are essentially empty like an
are highly adapted to life in arid, inhospitable climates. unused basket. Modern Zuqilsi activists work tirelessly
They’ve eked out a living in plain sight of powerful to try and change outsiders’ view of their people while
nations like Osirion, Thuvia, Katapesh, Nex, Geb, and many are simply content to be unbothered no matter
even distant Qadira. Their underground homes veritable how poor their reputation is.
oases in the sandy wastes, many prefer to avoid contact Nations: Droon, Holomog.
with nations like Osirion, that associate them with an Settlements: Murraseth (Independent)
ancient jackal-headed deity of destruction and storms,
or Rahadoum, where their worship of Daikitsu and her Other Ethnic Groups
Nine Bright Grains is outlawed by the Laws of Man. The following ethnic groups can also be found in Garund,
Most Kalaebi found in Geb are either chattel kept by although they tend to be smaller in population and
sapient undead or undead themselves, either fully dead influence than Kalaebi or Zuqilsi kitsune.
skeletons or fleshier undead that act as spies across the
Inner Sea thanks to their shape shifting. Dijori and Inpaji
Nations: Geb, Katapesh, Nex, Osirion, Thuvia. Dijori and Inpaji kitsune dwell upon the isle of Jalmeray
Settlements: Alkenstar (Mana Wastes), An-Alok in small numbers, having immigrated there from their
(Osirion), Botosani (Rahadoum), Corpselight (Geb), Oe- homeland of Vudra.
Tet (Osirion), Oneopion (Nex), Pashow (Thuvia), Solku Nations: Jalmeray.
(Katapesh), Ziloth (Osirion) Settlements: Niswan (Jalmeray).

Zuqilsi Wahlaowi
Migrants from the Mwangi Expanse far to the north, Old legends claim that one of the Nine Bright Grains
the Zuqilsi dwell along the southernmost reaches of grew the Wahlaowi from the loam of the jungle.
Garund. Rather than develop a reputation for slyness During the Age of Anguish, a great evil befell the
and cunning, the zuqilsi went out of their way to Mwangi Expanse that drove most Wahlaowi from their
develop a reputation for being brutal people that can ancient homes, becoming the Kalaebi and the Zuqilsi.
be easily tricked in order to encourage others—humans A few Wahlaowi treetop villages remain in the Mwangi
especially, to simply try and “outwit them” by letting Expanse today, keeping their people’s spirit alive.
them be peacefully. This strategy often works too well, Nations: Mwangi Expanse,
as legends about the Zuqilsi refer to them as “basket Settlements: Jaha (Mwangi Expanse), Kibwe
heads” due to their tendency to weave intricate, vertical (Mwangi Expanse), Nantambu (Mwangi Expanse).

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Kalaebi Kitsune
Physical Appearance Shape Changing
Standing about as tall as a dwarf on average, Kalaebi While Kalaebi kitsune with Garundi human, Pahmet
kitsune are of shorter stock and have long ears that dwarf, or even kholo tailless forms are far from
help them radiate heat. Their fur is straw-colored and uncommon, the vast majority of Kalaebi kitsune favor
covers the bottoms of their paws, protecting their fennec fox alternate forms due to how well-suited such
pads from scorching desert sands. Most Kalaebi have a shape is for survival in their desert home.
naturally dark fur surrounding their keys, giving the
impression that their jewel-colored irises are larger Popular Edicts
then they actually are. O Be as exuberant as you feel.
O Keep any secrets you know intimately.
Table: Rengo Pigmentation O Work your hardest for people who count on you.
Body Part Pigmentation
Body, Limbs, Tail Fur llllllll Popular Anathemas
Chest, Neck, Groin Fur lll O Desecrate a grave.
Tail Tip, Inner Ear Fur lllll O Settle for surviving at the expense of living.
Eye Color lllllll O Waste water or food.

History & Homeland soft limestone rock, possessing multiple small dwellings
Kalaebi legends claim that they descend from a fox for individual families, storehouses for supplies, stables,
spirit who was carried to the desert sands by the great wine and oil presses, cellars, refectories, and chapels
winds. Upon arriving, they buried themselves amid the for worship. Most Kalaebei settlements are sized to
reeds of the Sphinx River, growing into shoots of emmer house several hundred families, though the largest of
that, when threshed, sprouted the first Kalaebi, whose their hidden settlements is said to comfortably support
fur rained the color of these golden grains. The Kalaebi 20,000 people. One might guess that the presence of the
quickly spread throughout the Sphinx River basin, Kalaebi in Osirion is secretive or that their people hide
cultivating emmer and using it to create just as their from persecution, though neither is true in actuality.
progenitor had. Only instead of new life, the Kalaebi Rather, life underground is simply their way, and while
baked their grains into breads and biscuits, pounded their communities are always hidden, secrecy is neither
it into meal for cereals, and wove the reeds into fine expected nor mandated.
baskets and shoes for their paws. They lived in harmony
with the humans with whom they shared the river basin, Culture
and all was well. Then a prophet of Nethys began to Hidden beneath the sands of the Golden Road, Kaelebi
unite the humans of the Sphinx River, collecting their culture emphasizes the importance of scrappy resiliency,
disparate tribes under a pharaonic empire. The Kalaebi favoring that which persists in the face of annihilation.
joined, but fled from Osirion at the end of the reign
of the Naga Pharaoh, as her destructive rages that Art
ultimately demolished Sothis’s temple to Nethys also While known for their pottery and sculpture, singing
leveled entire Kalaebi communities in the process. The is the most important artform among Kaelebi culture,
survivors retreated up the Sphinx River, building hidden and traditional songs can be heard ringing through
underground communities along its shores and under its their subterranean homes whether they’re harvesting
riverbeds that persist several ages later. crops, hammering away at metal in smithies, worshiping
Kaelabi predominantly dwell in cave systems located in temples, or virtually anywhere and everywhere in
near the shores of the Sphinx River, most of which between. Kalaebi singing styles emphasize tone and
consist of small, single-chamber caverns that are open volume, quickly oscillating between loud, guttural
to the harsh sun above. Kaelabi use these essential tones and quiet ones that melt like snow into silence.
chambers to house their crops, building intricate devices Most Kalaebi music is sung to delicate notes plucked
designed to mimic the seasonal flooding of the Sphinx on a harp known as a djedjet or rattled on a sistrum
River to ensure quality crop yield. Over generations, along with percussion sounds such as hand clapping or
these caverns have been dug out from the riverbed’s tarabuka drumming.

92
Celebrations and Holidays one’s modesty and protect one’s self from the dangers
Most Kalaebi traditions and celebrations revolve of whatever task is at hand—Kalaebi have no risk of
around the seasons, as the Sphinx River that provides sunburn thanks to their reflective fur and too much
them with life-giving water for their crops and their clothing quickly becomes stifling in the desert heat.
bellies. Each year in Arodus, the Sphinx River floods, Of course, Kalaebi venturing in human lands while in a
coating its banks with fertile silt that Garundi and human guise wear whatever is necessary to blend in.
Kalaebi alike rely on to grow their staple crops in the
coming year. Kalaebi believe that the flood waters are Language & Dialect
Daikitsu’s tears of joy, shed in pride for her resourceful Kalaebi primarily speak their own language, Kalaebi,
children and in joy that her lover, Anubis, gratefully which bares significant linguistic similarities to Mwangi,
accepted the souls of the dead during the previous to the extent that speakers of one language can often
year. Kalaebi celebrate the floods with a week-long intuit a handful of words from the other’s tongue. Most
festival where they honor their dead, praising them Kalaebi kitsune learn Osirioni out of necessity, however,
for living lives that moved Daikitsu to tears. They do which they use to communicate with the natives of the
this by building small boats from wax and papyrus, Golden Road. Those living further to the south also
lighting them ablaze with their spectral foxfire, and tend to pick up Dwarven, Kellish, and Taldane as well.
sending them along their way down the Sphinx River
where they eventually float into Sothis. The next six Population and Hierarchies
days feature grand feasting, singing, dancing, and Dwelling everywhere north of the Barrier Wall
partying starting at noon and going long into the Mountains in the sands of the Golden Road, as well as
evening. By the morning of the festival’s eighth day, in the Impossible Lands to the southwest, it’s difficult
the flooding has typically receded enough that rich
silt is ready for harvesting, giving all members of the
community plenty to do in the coming weeks.

Cuisine
Extremely diverse, Kalaebi cuisine makes heavy use
of meat and vegetables able to thrive within their
arid homes. Most meals make heavy use of poultry—
particularly chicken and squab and occasionally lamb
and beef when it’s available. These protiens are
commonly served skewered on kebabs or sliced into
shawarma and occasionally grilled. Legumes are the
most common vegetable used in Kaelebi dishes, and
Kalaebi meals also feature goat cheese, grape leaves,
rife, and flat bread. The dish that foreigners associate
with Kalaebi is a type of falafel called a nine-bean ball;
like its name suggests, the dish is made from line layers
of grape leaves, held together with nine different
types of mashed beans surrounding a meat core that’s
wrapped in flat bread and fried in vegetable oil.

Dress
Kalaebi garb balances ornamentation with the need for
loose-fitting, breathable clothing so it doesn’t become
unbearably warm in the desert heat. Most Kalaebi
consider all clothing to be unisex, so most Kalaebi
garments are worn in similar styles by men and women.
Many wear thobes, a type of straight cut sheath dress
that often lacks sleeves. A type of robe called jibbaahs
are also common, as are tunics or vests with galabiyas.
Nearly all types of clothing are seen as dress-up
garments, however, as Kalaebi casual wear consists
of the minimum amount of clothing needed to cover
Kalaebi Regnant

93
to gauge exactly how populous Kalaebi are due to each with ample, individual opportunity to discover
their tendency to live in remote places in underground personal talents and refine themself into a person that
communities numbering several dozen to hundred on Anubis will be delighted to receive into the afterlife.
average. With this in mind, conservative estimates Death: To outsiders, Kalaebi kitsune often seem
put their total population around 75,000 across this obsessed with death. Most follow a pantheon
terrain, though the actual number could be far greater composed of only two deities, Daikitsu and an ancient
or far fewer. The most public Kalaebi communities Osirian deity called Anubis. Rather than depict him
can be found in Osirion, while those in Rahadoum go as a jackal-headed, black-skinned human, Kalaebi
out of their way to avoid detection by that nation’s works depict Anubis as a skeletal kitsune with motes
ceaseless atheist inquisitions. of foxfire burning within his eye sockets. In Kalaebi
Kalaebi communities are close-knit, arranging scripture, Daikitsu and Anubis are star-crossed lovers
themselves into communal task forces to complete who cannot coexist until the end of time, so Daikitsu
whatever jobs are necessary for the community’s created the kitsune as gifts for Anubis, which he keeps
survival. From planting and harvesting crops to forever when they die. As a result, Kalaebi understand
constructing and repairing buildings, Kalaebi believe that no matter how long or how short their lives may
that work is more enjoyable in groups and tend to be or how much or little they have accomplished, every
seek one another out whenever a task that needs soul is a gift to be cherished. Many Kalaebi sayings
doing arises. Anarchic in their hierarchies, Kalaebi honor the Guardian of the Tomb by acknowledging
communities lack conventional leaders; individuals death’s importance and inevitability, such as “All are
rouse and lead their fellows when something needs treasured,” a popular saying that refers to the belief
doing, and as soon as that task finishes (or those in that all who draw breath are treasured gifts from
support grow weary of doing it), the group disbands the Lady of Foxes to Anubis. Kalaebi are assumed to
until the next project arises. Typically, Kalaebi hard be dour due to the importance death plays in their
work to complete such tasks quickly so they can return culture, but nothing could be further from the truth.
to their leisure and personal business fast. Their culture teaches that life is finite and death is
eternal, so all who live should strive to enjoy their
Technology mortal lives while they can. Kalaebi are rambunctious,
Despite their laissez fare attitudes about mostly prone to pranks, and masters of making merry.
everything, Kalaebi hands make for skilled engineers Mummification: In addition to his role as the
as attested by their underground homes. Using a Guardian of Tombs, Anubis is also heavily associated
combination of lore and magic, Kalaebi construct with embalming and mummification due to a collection
massive wells and devices designed to drudge water of myths that claim the ancient deity mummified
up from them for use by their community, distributing Osiris, the Osirian deity of death and the afterlife.
that water through a means of complex aqueducts of Kalaebi mummify their dead, believing that doing so
their design. That they essentially engineer their own prepares their bodies for presentation to Anubis much
oases into existence has resulted in many folk stories as a mortal might wrap a gift to a cherished friend in
claiming that Kalaebi are capable of producing water papyrus. This tradition uses techniques quite unlike
from nothing, a tall tale that they love to propagate. those of their Osirian neighbors, leaving all internal
organs within the corpse and instead filling the body
Traditions with preserving fluids and fragrant herbs and spices
Most Kalaebi kitsune follow these social customs in before placing the corpse in a specialized chamber
addition to those unique to their community. resembling a massive kiln that is heated with mystic
Birth: If the Kalaebi are jubilant in the face of foxfire. The corpse is then wrapped in bandages
death, they are outright ecstatic at the prospect of soaked with more preservatives before being carried
new life. Kalaebi believe that every new kit born is a by friends and families to the community’s necropolis,
gift from Daikitsu to Anubis, and Kalaebi treat each where they are entombed within clay shaped around
new child as such. However, while the Kalaebi believe their body to preserve their likeness for eternity.
that Daikitsu personally creates each new life born to
kitsune parents, they similarly believe that children Mirage Makers
are but clay to be shaped into fine gifts for Anubis, Kalaebi are heavily associated with mirages in the
and that it is their responsibility as the children of Golden Road, and for good reason. Ancient Osiriani
Daikitsu’s attendants to shape each youngling into legends attest that mirages were the result of Kalaebi
a worthy gift for the Guardian of Tombs. As a result, pranks, creating the appearance of lush oases as a
Kalaebi carefully and lovingly raise their kits, providing cruel joke to send dehydrated men to their death with

94
animal except it uses the statistics listed in its stat
block instead of those outlined by illusory creature.
You cannot gain this benefit if weave mirage makes the
target imperceptible, as described by Vanishing Mirage.

Metamorphic Mirage Feat 4


Archetype
Prerequisites Mirage Weaver Dedication.
You’re able to create convincing lifelike illusions.
When you cast weave mirage on a creature, you can
choose a form from the animal form, humanoid form,
or pest form spells. The creature appears to transform
into that form, gaining the benefits listed by that
spell, except the effect is still an illusion and the
target retains all of its usual capabilities and statistics,
though using anything they couldn’t normally use in
a battle form may allow an onlooker to immediately
attempt to disbelieve the mirage.
A creature that disbelieves the mirage realizes that
the creature isn’t actually as it seems. The GM should
Kalaebi Mirage Weaver track all damage and effects created by Strikes and
abilities gained from this false transformation, as a
woe in their hearts. While Kalaebi vehemently protest creature that disbelieves the mirage recovers from half
the notion that they weave such magic for cruelty’s the damage it taken from these effects (if any) and any
sake, their is a measure of truth to such claims. Kalaebi other such effects ends. A creature that disbelieved
are able to weave the very magics that allow them to the mirage doesn’t take any further damage from
shape shift into the world around them, bending the Strikes and abilities gained from its transformation,
shimmering haze that befalls their desert home into is immune to any other effects those Strikes or
illusions that they use to conceal their communities and abilities produce (though not to effects produced by
other places of great cultural importance, specifically the target’s real Strikes and abilities), and uses the
the necropolises they build beyond their settlements’ target’s original statistics instead of those provided
limits to house their dead. by the chosen shape for all effects; for example, their
Strikes resolve against the target’s normal AC instead
New Archetype of the AC granted by the battle form. You cannot
All characters have access to the following archetype. gain this benefit if weave mirage makes the target
imperceptible, as described by Vanishing Mirage.
Mirage Weaver Dedication Feat 2
Archetype Dedication Group Mirage Feat 6
Prerequisites trained in Arcana, able to cast a 1st-rank Archetype
or higher illusion spell. Prerequisites Mirage Weaver Dedication.
You’re able to weave potent illusions called mirages. You’re able to alter the way many objects or creatures
You gain the weave mirage focus spell (see page 97). appear. You gain the group mirage focus spell.

Combative Mirage Feat 4 Mirage Control [one-action] Feat 6


Archetype Archetype Concentrate Manipulate Spellshape
Prerequisites Mirage Weaver Dedication. Prerequisites Mirage Weaver Dedication
Your replications of creatures are so lifelike that they You have precise control over your mirages. If your
can actually harm onlookers. When you cast weave next action is to cast weave mirage, you can choose to
mirage and make an object appear to be a creature, if increase the maximum amount of time you can sustain
you choose to make the target appear as an animal that the spell to 1 hour. If you don’t, its duration becomes
you could summon using a summon animal spell of the 10 minutes instead, meaning you don’t need to sustain
spell’s level or lower that animal can act as described by the spell to continue its effects. You can activate all
illusory creature using the same statistics and limitations effects the spell has when sustained, such as an illusory
it would gain as if you had summoned it using summon creature’s actions, once per round as a single action.

95
Vanishing Mirage Feat 6 Fey Mirage Feat 10
Archetype Archetype
Prerequisites Mirage Weaver Dedication. Prerequisites Combative Mirage or Polymorphic
Your mirages make things vanish before onlookers’ Mirage.
very eyes. When you cast weave mirage on a creature You can form the likeness of fey creatures from your
or object, you can make the target imperceptible to mirages. If you have Polymorphic Mirage, add the
hearing, sight, and smell. This functions as the invisible forms in fey form SoM to the list you can choose with
condition, except the target is undetected by any that feat. If you have Combative Mirage, you can make
creatures relying on hearing, sight, or sound as their the target appear as a fey summoned from a summon
only precise senses, and precise senses other than fey spell of weave mirage’s level or lower if you make
hearing, sight, or smell ignore the invisible condition. the target appear to be a fey.
If any target made invisible by weave mirage uses a
hostile action or is used by a creature to perform a Mirage Shaper [one-action] Feat 10
hostile action, the spell ends after the hostile action Archetype Concentrate Flourish Manipulate
is complete. Once an encounter begins, this spell also Prerequisites Mirage Weaver Dedication.
ends at the end of the first round if the targets didn’t You shape your mirages in many ways at once. You
take hostile actions before then due to the difficulty activate two mirage weaver spellshape feats or focus
of maintaining the illusion under such conditions. spells, spending focus points for each focus spell you
If a creature is made invisible by weave mirage, cast normally. If your next action is to cast weave
they can’t use the spell to set up a disguise for the mirage, that spell benefits from both spellshape
Impersonate use of Deception. Instead of gaining a +4 effects that you activated using Mirage Shaper.
status bonus to Deception checks, an invisible target
gains a +4 status bonus to Stealth checks to Hide and Draconic Mirage Feat 12
Sneak, and instead of adding their level to Deception Archetype
checks if they’re untrained in Deception, they add Prerequisites Combative Mirage or Expanded
their level to Stealth checks to Hide and Sneak if Polymorphic Mirage.
they’re untrained in Stealth. You can form the likeness of elemental creatures
from your mirages. If you have Expanded Polymorphic
Quasi-Real Mirages Feat 8 Mirage, add the forms in dragon form to the list you
Archetype can choose with the Polymorphic Mirage feat. If you
Prerequisites Mirage Weaver Dedication. have Combative Mirage, you can make the target
You’ve learned to enhance your mirages with more appear as a dragon summoned from a summon dragon
magical power, making them even more real. You gain spell of weave mirage’s level or lower if you make the
the quasi mirage focus spell. target appear to be a dragon.

Expanded Polymorphic Mirage Feat 8 Restorative Mirage [one-action] Feat 12


Archetype Archetype Spellshape
Prerequisites Polymorphic Mirage. Prerequisites Mirage Weaver Dedication.
You can transform others into a variety of new forms. You’re illusions are so lifelike that they convince others
Add the forms in aerial form, dinosaur form, insect form , that you’ve healed them. If your next action is to cast
and threefold aspect SoM to the list you can choose with weave mirage on a creature, that creature also restores
the Polymorphic Mirage feat. 1d4 Hit Points per spell rank. This is a healing effect. If
you use Mirage Shaper to combine Restorative Mirage
Elemental Mirage Feat 10 and group mirage, all creatures affected by your weave
Archetype mirage receive this healing.
Prerequisites Combative Mirage or Polymorphic
Mirage. Monstrosity Mirage Feat 12
You can form the likeness of elemental creatures from Archetype
your mirages. If you have Polymorphic Mirage, add the Prerequisites Combative Mirage or Polymorphic
forms in elemental form to the list you can choose with Mirage.
that feat. If you have Combative Mirage, you can make You can form the likeness of horrific monsters from
the target appear as an elemental summoned from a your images. If you have Polymorphic Mirage, add the
summon elemental spell of weave mirage’s level or lower forms in aberrant form SoM monstrosity form, or ooze
if you make the target appear to be an elemental. form SoM to the list you can choose with that feat. You can

96
only add flying forms to this list if you have Expanded Quasi Mirage [free-action] Focus 4
Polymorphic Mirage. If you have Combative Mirage, Spellshape
you can make the target appear as a creature that you You infuse a bit of your own essence into your mirage,
could summon from a summon entity or summon giant making it quasi-real. If your next action is to cast weave
spell of weave mirage’s level or lower if you make the mirage, your mirages no longer end when or have a
target appear to be that type of creature. reduced effect against a creature that disbelieves
them. This doesn’t generally impact the base weave
Immortal Mirage Feat 16 mirage spell, but it applies to feats that modify this
Archetype spell such as Combative Mirage or Polymorphic Mirage
Prerequisites Combative Mirage or Polymorphic as described by those mirage weaver archetype feats.
Mirage, expert in Occultism. For example, you could harm someone that disbelieved
You can form the likeness of an immortal being from your Polymorphic Mirage with a form’s Strike.
your mirages. If you have Polymorphic Mirage, add the
forms in angel form, daemon form, demon form, and devil Weave Mirage [two-actions] Focus 1
form, to the list you can choose with that feat. If you have Auditory Concentrate Illusion Manipulate Olfactory
Combative Mirage, you can make the target appear as a Visual
celestial, fiend, or monitor summoned from a summon Target one willing creature or object; Area 5-foot
anarch SoM, summon axiom SoM, summon celestial, summon emanation
deific herald SoM, summon fiend, or summon lesser sevitor Duration sustained, up to 1 minute
SoM
spell of weave mirage’s level or lower if you make the You weave the light surrounding you into a quasi-real
target appear to be a celestial, fiend, or monitor. illusion, masking your target. This illusion makes the
target look, sound, and smell like any one creature
Perfect Mirage Control Feat 18 or object of your choice that fits within the illusion’s
Archetype emanation. This illusion is good enough to hide the
Prerequisites Mirage Control, master in Arcana. target’s identity, though not to impersonate a specific
You have mastered the art of weaving mirages. When individual, and if you target a creature you can also
you use Mirage Control, you can either remove the change the appearance of its clothing and worn items,
maximum amount of time you can sustain the spell for or make it appear to have them if they don’t normally.
or change its duration 1 hour, removing the need to Held items are unaffected and anything removed from
sustain the spell to continue its effects. This otherwise the creature returns to its true appearance.
functions as described by your Mirage Control. This illusion counts as setting up a disguise for
the Impersonate use of Deception; it ignores any
Mirage Weaver Focus Spells circumstance penalties you might take for disguising
You gain access to the following new focus spells using yourself as a dissimilar creature and grants you a +4
mirage weaver archetype feats. status bonus to Deception checks to prevent others
from seeing your disguise. If you aren’t trained in
Group Mirage [free-action] Focus 3 Deception, you add your level to such checks.
Spellshape If you make an object to appear as a creature, you
You spread your mirage across a group. If your next can specify whether the creature is static or follows
action is to cast weave mirage, you can choose a a program. A static creature is stationary save for
number of willing creatures or objects within the simple movements the creature would need to make,
mirage’s emanation when the spell was cast up to such as its chest moving up and down as it breathes. A
the total number of non-dedication mirage weaver program is a set list of actions that this creature takes
archetype feats you have, up to a maximum number that’s up to 1 minute long. A program loops, so the
of creatures or objects equal to half your level. Those program ends in a position where the next repetition
targets have their appearance changed while within begins. Anyone observing the mirage for two or more
the mirage’s emanation. This doesn’t need to be the repetitions almost always notices the looping. You
same appearance as the spell’s initial target and each can’t change a mirage’s program after creating it.
target can benefit separately from mirage weaver Any creature that touches the mirage or uses the
feats like Combative Mirage, Polymorphic Mirage, and Seek action to examine it can attempt to disbelieve
Vanishing Mirage. Creatures chosen with this spell your illusion, attempting a Perception check against
don’t emanate the mirage, and its effects end for your spell DC or class DC, whichever is higher.
creatures you chose with group mirage if they leave the Heightened (+2) Increase the area of the spell’s
mirage’s emanation, even if they later return. emanation by 5 feet.

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Zuqilsi Kitsune
Physical Appearance Shape Changing
Averaging on the shorter side, Zuqilsi kitsune are shortly Zuqilsi usually have tailless alternate forms, but unlike
built with long, sharp ears; short, pointed snouts; and most other kitsune ethnic groups, Zuqilsi usually assume
slender paws. Despite living in a region without much the ancestral forms of amurrans, iruxi, and kholos rather
tree growth, a Zuqilsi kitsune’s retractable claws excel than Mwangi humans. Those with human tailless forms
at offering them additional leverage when climbing. sometimes try to pass as anadi rather than kitsune.
When grown out, a Zuqilsi’s head and fur hair crinkles
naturally, causing them to become puffy unless they Popular Edicts
keep their hair trimmed or properly braided. O Allow those you’re intimate with to braid your fur.
O Go wherever the best opportunities are.
Table: Rengo Pigmentation O Stay ahead of the curve on the latest knowledge.
Body Part Pigmentation
Body, Limbs, Tail Fur llllll Popular Anathemas
Chest, Neck, Groin Fur lll O Fail to compensate someone who has gifted you.
Tail Tip, Inner Ear Fur llllll O Let an enemy know exactly how clever you are.
Eye Color lllllll O Turn down a perfectly good cut of meat.

History & Homeland Not to be deterred, the Zuqilsi ancestors settled in places
Long ago, Zulqilsi legends claim that their people were that other ancestries chose not to—barren flatlands,
planted into the loam of a teeming jungle by a servitor wretched swamps, and rocky crags. They brought their
of their deity, the goddess Daikitsu. They emerged from agricultural techniques with them, the same claimed to
the soil fully grown and took to the treetops of their new have been taught to them by the Night Bright Grain who
home, for they were clever and knew that to climb above planted them during the Age of Legends, and within a
the ground was to escape the predators that stalked generation many of the most inhospitable places in
within the jungle deeps. High in the treetops, they built southern Garund teemed with life and rice that their
villages for themselves, tilling soil that they brought neighbors, be they the iruxi of Droon or the humans of
to gardens built into the tree’s tallest branches while Holomog and Dehrukani. When these invaders came for
gathering rain water to drink and irrigate their crops. All the kitsune’s crop, they fought back with unmatched
was bliss for the foxes until the darkness came. In some ferocity, assuming the forms of terrible monsters that
versions of the tail, a simian demon lord bled foulness felled fully grown soldiers with a single swipe of their
into their forest, transforming the dead into barbaric paws. Word of the fox folk and their terrible magic
mockeries of mortal life bent only to consume the spread, and soon war was waged against them, with
flesh of the living and spread their progenitor’s abyssal entire kitsune villages razed to the ground in the dead
will. In other versions, a terrible force of nature was of night. This brought a conundrum upon the Zuqilsi—if
sealed in the earth beneath the expanse, thorned vines they were perceived as being too weak, they would be
creeping as it choked the life from the Mwangi slowly robbed. If they were perceived as too dangerous, they
over time. Regardless of the tale, kitsune suffered and would be culled. Balance was needed.
died as the darkness’s influence spread until the kitsune The Zuqilsi hatched a plan. They began initiating
elders decided that they had no choice but to leave daring raids into their enemies’ territory, kidnapping
their ancestral home for safer pastures. Some ventured people whom they told would be brought back to their
beyond the Barrier Wall into the golden sands, others villages for supper. Along the way, the Zuqilsi allowed
remained steadfast in their ancient home and likely these individuals to ‘outwit’ them so they’d escape back
perished. But the Zulqilsi ventured south, and south is home to tell the tail. Over time, the Zulqilsi cultivated
where they have remained ever since. a reputation that kitsune were easily distracted and
Today, Zulqilsi kitsune largely live in the southern outwitted despite their strength so long as they were
reaches of Holomog as well as the nations of Dehrukani left alone. This had the intended effect of reducing
and Droon. Zulqilsi oral histories make it abundantly the number of raids against kitsune villages without
clear that the kitsune were not wanted when they first inviting outsiders to raid them in return, but as the
arrived as refugees, often accused of being accursed. nations of south Garund grew more socially complex

98
they didn’t forget the lessons the Zuqilsi taught them. the clothing a Zuqilsi wears to the way they fence their
Even today, many grow up learning that kitsune aren’t cattle is a work of art—what is life if not aesthetic,
very clever and are easily outfoxed, much to kitsune after all? Basket weaving is a crucial part of everyday
chagrin. A concentrated effort has begun to try and culture, and most Zuqilsi have baskets of different
repair thousands of years of stories and reputation style and make depending on what the basket is
with the truth, and while change is visible in places like designed to carry; simple handheld baskets for food
the catfolk city of Murraseth and the anadi nation of and other goods, baskets lined with soft blankets that
Nurvatcha, changing the minds of the iruxi of Droon and hang from the torso for infants, and baskets nearly as
the humans of south Garund is sometimes difficult. long as the kitsune is tall for gathering supplies like
reeds for weaving and animal carcasses for food.
Culture
Zuqilsi culture is one of intricate ritual and veneration Celebrations and Holidays
for the spirits of nature that emphasizes the need for While the Zuqilsi calender is filled with a smattering
one thrive while one survives. of cultural holidays celebrating everything from their
escape from the Mwangi Expanse to the changing of
Art seasons and the planting of the first kitsune, Mwawk
Zuqilsi artwork is myriad in medium and style, often Day is the most important celebration of them all. A
using the juxtaposition of bright colors against a black festival of art in all its forms, the community gathers
backdrop to draw attention to the fanciful patterns on Mwawk Day to share art with one another. The
and shapes that dominate their work. Everything from community’s best cooks prepare a lavish feast
for all to enjoy courtesy of the community’s best
hunters, local artists decorate with all manner of
murals and streamers while local musicians perform
traditional dancing music long into the night while the
community’s best dancers lead the skulk in traditional
steps honed over hundreds of generations. All who
contribute to Mwawk Day reap its bounty, and few
willingly refrain from partaking in the day’s festivities.

Cuisine
Like most culinary traditions in south Garund, Ziqilsi
cuisine has been radically affected by commercial
trade along the Antarkos Sweep, south Garund’s trade
route with the likes of Katapesh and other northern
nations. Rather than local game and vegetables, Ziqilsi
staple foods include tomatoes, potatoes, and most
importantly, maize, from Arcadia. Nearly all foods
favored by the Ziqilsi palette include maize, from
pounded maize-flour for baking to maize pudding and
fermented maize fashioned into porridge. That being
said, several local foods remain prominent parts of
Ziqilsi cuisine, such as amadumbe—a type of tuber
resembling a sweet potato, and oryza—wild rice that
the Ziqilsi brought south with them from their ancient
homeland in the Mwangi. Regardless of ingredients,
Ziqilsi consider meat to be the most important part
of any meal and often set meat dishes on large
platters, causing a ritual to ensue where the kitsune
in attendance attempt to outwit each other with the
best cuts of meat as the prize.

Dress
Most Zuqilsi keep a variety of outfits on-hand, some
using traditional materials gathered from hunting
Zuqilsi Hunter

99
and others using textiles from faraway nations like of advisors while others simply lead themselves,
Holomog and Katapesh. Traditional Zuqilsi clothing dictating the actions of the entire community. Zuqilsi
consists of animal pelts and leathers that have had wishing to unseat their community’s chief may do so
their coloration and patterns meticulously preserved by challenging them to a ceremonial trial wherein
as well as beaded garments woven into delightful both kitsune engage in a competition of the chief’s
patterns. Cheetah and zebra fur is coveted and choice. The winner leads while the loser must submit
accented with colorful feathers from a variety of local to their chief’s ordinances or face banishment. Most
birds. Clothing is often designed to add to the wearer’s chiefs select competitions that they feel they had an
side, such as by stringing cow hair together into bands advantage in—some engage in elaborate hunts for
that make a person’s shoulders appear wider. Zuqilsi dangerous quarry, others compete in weaving or fine
men prefer two-piece aprons for coverage while arts, and in at least one case stories tell of a shifter’s
women often wear skirts; both from long grasses and quarrel between a chief and their challenger, where
hide. Head wear is used to signify a person’s status, the two competed to see which kitsune could assume
with different types of headdresses, headbands, and the most impressive shape using their shape shifting.
hats used to signal whether someone is married, their
role in the community, and other social information. Technology
While some Zuqilsi wear traditional garb year- Zuqilsi kitsune are a people that are fast to adopt new
round, it’s most commonly used for celebrations and technologies and ideas while also holding those of the
holidays. Most Zuqilsi wear fine garments made from past in high regard. Zuqilsi homes are usually thatched
textiles that they’ve imported from north Garund or with brick and set several feet down into the earth to
woven themselves from animal hair, dyed in bright provide natural cooling for the dwelling, but they’re
colors that are often juxtaposed with black shapes also usually filled with technological items that the
and patterns. These outfits are cut into shirts, skirts, community traded their excess rice and vegetable
trousers, robes, and other garments consistent with crop for such as metal for smithing and textiles for
the styles of their trading partners. hemming clothing. Although they’re quick to study
the means by which other cultures fashion these items
Language & Dialect into gear and equipment, Zuqilsi always add a cultural
While many Zuqilsi know Drooni—the Common trade twist to their work, adapting others innovations for
tongue of south Garund, their native language is an themselves rather than being assimilated by others.
archaic version of Mwangi that they call Wahlaowi
after the ethnic group from which their ancestors Traditions
parted ways. This language consists of a combination Most Zuqilsi kitsune follow these social customs in
of guttural, grunt-like yaps and yips intermixed with addition to those unique to their community.
tongue clicks of various decibels that make it quite Birth: The power of words—especially names, is
unlike most other languages spoken on Garund today. a critical part of Zuqilsi culture. For this reason, it’s
considered bad luck for a Zuqilsi child to be born
Population and Hierarchies without a name, for being nameless leaves one
Significantly more populous than their Kalaebi cousins susceptible to the whims of wicked fey. Zuqilsi parents
in north Garund, Zuqilsi have a likely population pour tirelessly over names for their child while they’re
around 75,000 across Droon and Holomag alone, within womb, often choosing names that contain
with other pocket communities existing elsewhere sounds from each parent and their god parent so they
in south Garund. Most Zuqilsi communities are small, might always know where they came from. More names
tight-knit villages located in remote vistas away from means more protection according to Zuqilsi folklore,
their neighbors, especially in Droon where members and a young Zuqilsi quickly accumulates names from
of the Night Heralds sometimes capture and sacrifice family members and friends as they grow up. A child’s
them to the twisted entities of the Dark Tapestry. second name is often the name of an ancestor that a
They engage in trade with one another and typically community elder invokes for protection, while their
wear the guise of other ancestries when they need to third reflects some hope for the future that their
interact with their non-kitsune neighbors. community has for the babe. Only names given in
Zuqilsi leaders are known as chiefs and are usually love and kindness are acceptable—a name that is not
the most clever and experienced members of a given deserved, be it positive or not, is as taboo as going
community. There’s no steadfast model by which without a name in the first place. Most Zuqilsi have
Zuqilsi chiefs lead—the most successful among separate names for each alternate form they assume
them surround themselves with a colorful band and refer to then as if they were their own person.

100
Magic: While all kitsune are known for their magical Zuqilsi took over these stories when they arrived in south
shape shifting, Zuqilsi kitsune have a reverence for Garund millennia ago, using them as a means to deter
magic that far outpaces those of other kitsune ethnic others from attacking them with a guise of strength
groups. It’s common for Zuqilsi communities to teach while simultaneously attempting to appear easy enough
their kits basic animism so they can call upon the to deal with that violence wasn’t necessary. Although
primal magic of spirits and many Zuqilsi rites and not all Zuqilsi are able to transform into basket-heads,
rituals are performed to conjure helpful spirits and the art of changing one’s shape into such a creature is
banish harmful ones. Rather than being primitive, very much a talent among the Zuqilsi that’s used several
the most skilled Zuqilsi sorcerers and oracles are ages later to continue to deter the likes of violent iruxi
among the most skilled practitioners of spellcraft and humans alike from attacking their villages and
in the region, so much so that many claim that Old- plundering their resources. The old stories claim that the
Mage Jatembe perfected his illusory and polymorphic first kitsune to transform into a basket-head was none
magics while studying with Zuqilsi masters when he other than Zuqilsi themself, a mythic figure who led his
was simply Mage Jatembe. Zuqilsi leaders even claim people from the Mwangi to the south. Appearing like
that their ancestors were given a magic warrior’s mask a massive kitsune with hulking and a massive, conclave
in thanks for their service—that of Pale Fox, a mythical pit in their head with hair woven in braids like a basket,
hero in Zuqilsi folklore. This mask, the Zuqilsi claim, kitsune use this form to try and scare potential hunters
chooses its wielder from among worthy kits during its away from their homes. Rather than feared, those able
hour of need and has been attributed to no fewer than to become basket-heads are celebrated as protectors
eight kitsune heroes of south Garund over the past and guardians by their people.
thousand years, each claiming to have been taught the
art of spellcasting by the sapient artifact.
Weave: Zuqilsi culture holds heavy traditional belief
in the Weave, the idea that all people and things are
connected and interwoven with one another into a
grand tapestry that only the gods may fully see. This
leads to a notion that the good one does eventually
finds its way back to them, as does the evil. Moreover,
the good and evil one create cascade along the Weave
to those one is connected to, meaning that the first
to suffer from one’s actions are their own closest
friends and family. As a result, wicked deeds are highly
taboo among Zuqilsi kitsune even when done in jest,
as harm done to a neighbor is harm done to a friend.
Zuqilsi show their respect for the Weave by carefully
braiding their hair and fur into tightly woven braids
called maizelines, making intricate patterns dance
across their bodies and tails. Oftentimes fur from
animals or loved ones is included, dyed bright colors
for ornamentation. Zuqilsi clothing similarly reflects
this attitude, with their love of foriegn textiles being
a direct result of the symbolism they see in the
interweaving of fibers into cloth. Traditional Zuqilsi
clothing also uses weaves in the form of beaded
garments and jewelry.

Basket-Heads
The myth of basket-heads, a type of creature supposedly
indigenous to south Garund, is well-known among locals.
According to legends, they’re powerful beasts able to
rend flesh with a swipe and break bone with a single snap
of their teeth but are none too bright. Countless stories
exist of basket-heads being outwitted with trickery.
Whether or not basket-heads were ever actually real, the

101
Monstromorph Archetype Battle Monstromorph Feat 4
Characters with the Change Shape action have access Archetype
to this archetype. Prerequisites Monstromorph Dedication.
At the GM’s decision, this archetype can be Your monstromorph form is an engine of violence.
associated with an artifact as an archetype artifact Choose one of the following options. Each time you
(see Pathfinder Treasure Vault). Any such artifact is a assume your monstrous form, you can gain that
level 2 invested item that grants its wearer a special option’s benefits. Statistics modified by this feat can
Monster Lore skill that can only be used to Recall be adjusted only by circumstance bonuses, status
Knowledge about aberrations, animals, beasts, or bonuses, and penalties.
dragons. The wearer experiences a constant longing O Monstrous Skill Choose Acrobatics, Athletics,
to engage in behaviors appropriate to whatever Intimidation, Perception, Stealth, or Survival. Your
monster is associated with it, as determined by the modifier whatever you chose equals 8 + your level
GM, resulting in a –1 item penalty to all Diplomacy and increases by +1 at 3rd level and every 2 levels
checks to Gather Information or Make an Impression thereafter, up to a maximum of 25 + your level.
if they go more than 5 days without engaging in such O Tough Hide Your AC equals 10 + your level. This
behaviors for at least 4 hours. statistic increases by +1 at 5th level and every 3 levels
thereafter, up to a maximum of 16 + your level.
Monstromorph Dedication Feat 2 Special You can select this feat multiple times.
Archetype Each time you select it, choose something you haven’t
Prerequisites Change Shape action or an artifact previously selected with either option.
associated with the archetype (see above).
Special This archetype has the dedication trait if you Night Stalker Feat 4
have Change Shape or the artifact trait if you don’t. Archetype
You can assume a monstrous form. If this feat has the Prerequisites Monstromorph Dedication.
dedication trait, your monstrous form is an alternate Your monstrous form is adapted to the night life. You
form you can assume using Change Shape. This form is gain darkvision and low-light vision while assuming
the same size as you and has the same body shape and your monstromorph form.
has features from one or more aberrations, animals,
beasts, or dragons and you can change what it appears Monstrous Mettle [free-action] Feat 6
as each time you gain a new monstromorph archetype Archetype
feat. If this feat has the artifact trait, you assume your Prerequisites Monstromorph Dedication.
monstrous form using the Assume Monstrous Form You experience a surge of vitality when you give
action and the GM decides what you appear as and in to your monstrous instincts. If your next action is
whether this appearance changes as you gain levels. to Change Shape into a monstrous form or Assume
You gain two unarmed attacks and ignore your Artifact Form, you gain temporary Hit Points equal
armor’s check penalty and Speed reduction while to 3 × half your level. You them become immune to
assuming your monstrous form. You pick which body Monstrous Mettle for 10 minutes.
part you use to make these attacks, such as claws or
jaws; if this feat has the artifact trait, the GM chooses Monstrous Tactics Feat 6
instead. Each unarmed attack deals 1d8 damage by Archetype
default, but you can add the agile or finesse trait to Prerequisites Monstromorph Dedication.
the unarmed attack by decreasing its damage by one You’re able to use your monstrous anatomy to
step per trait (1d6 for one trait or 1d4 for two traits). enhance your tactics. Choose one common animal
You lose the ability to speak complex sentences while companion that reflects some aspect of your
assuming a monstrous form and can only communicate monstrous form’s appearance; at the GM’s decision
through grunts and gestures; this prevents you from this can be an alternate type of animal companion,
using effects that require a shared or spoken language such as a megafauna companion or an elemental
until you revert back to your original form. companion, and if your Monstromorph Dedication
Assume Artifact Form [one-action] (archetype, polymorph); feat has the archetype trait the GM decides which
Effect You adjust your worn artifact such as by four animal companions you have access to for this
spinning a ring or pulling over a cowl, transforming ability. You can gain the Support benefit of that animal
you into your a monstrous alternate form as described companion using one action. You can change which
above. If you’re already assuming a monstrous form, animal companion you’ve chosen with this ability any
using this ability returns you to your original form. time you gain a level.

102
Hulking Monstrosity [one-action] Feat 8 wounded 3, you can no longer use this ability.
Archetype Grab [one-action] Requirements Your last action was a
Prerequisites Monstromorph Dedication. successful unarmed attack, or you have the creature
Your monstrous form has incredible size and girth. grabbed or restrained. Effect If used after a Strike,
If your next action is to Change Shape into your you attempt to Grapple the creature. This attempt
monstrous form or Assume an Artifact Form, your size neither applies nor counts towards your multiple
increases to Large, granting you a reach of 10 feet attack penalty. You can instead use Grab and choose
and increasing the damage dice of your monstrous one creature you’re grabbing or restraining to extend
form’s unarmed attacks by one step. This effect lasts 1 that condition to the end of your next turn.
minute, after which your monstrous form reverts to its Knockdown [one-action] Requirements Your last action was a
original size and you become immune to your Hulking successful unarmed attack. Effect You attempt to Trip
Monstrosity for 1 minute. You’re clumsy 1 while Large. the creature. This attempt neither applies nor counts
towards the creature’s multiple attack penalty.
Monstrous Anatomy Feat 8 Monstrous Howl [one-action] Effect Attempt Intimidation
Archetype checks to Demoralize each enemy within 30 feet.
Prerequisites Monstromorph Dedication. Each creature is then temporarily immune to your
You morph into an even greater monstrosity. Choose Monstrous Howl for 1 minute.
one of the following abilities. You gain that ability Push [one-action] Requirements Your last action was a
while assuming your monstrous form. successful unarmed attack. Effect you attempt to
All-Around Vision You can see in all directions Shove the creature. This attempt neither applies nor
simultaneously, and therefore can’t be flanked. counts towards your multiple attack penalty.
Constrict [one-action] You deal damage to any number of Reactive Strike [reaction] Trigger A creature within your
creatures you’ve grabbed or restrained equal to twice reach uses a manipulate action or a move action,
the damage of one of your unarmed attacks. Each makes a ranged attack, or leaves a square during a
of those creatures attempts a basic Fortitude save move action it’s using. Effect You attempt a melee
against your class DC. Strike against the triggering creature. If the attack is
Creature Cage (attack) [one-action] You transfer a creature a critical hit and the trigger was a manipulate action,
that’s one or more sizes smaller than you that you the monster disrupts the action. This Strike doesn’t
have grabbed into part of your body that can imprison count towards your multiple attack penalty, and your
them, such as a basket-head’s basket head. If a caged multiple attack penalty doesn’t apply to the Strike.
creature is of the maximum size allowed, you can’t Throw Rock (attack) [one-action] You pick up a rock within
use Corpse Cage again. If the creature is smaller than reach or retrieve a stowed rock and throw it, making
the maximum, you can usually cage more creatures; a ranged Strike that deals 1d10 bludgeoning damage
the GM determines the maximum. You attempt an and benefits from your handwraps of mighty blows as
Athletics check opposed by the grabbed creature’s though it were an unarmed attack.
Reflex DC. If you succeed, you cage the creature. You Special You can select this feat more than once.
can no longer grab a creature you’ve caged, so you’re Each time you do, you choose another ability to gain
free to Strike or Grab again. Creatures you’ve caged while assuming your monstrous form.
are generally visible and can be targeted normally.
A caged creature is grabbed and slowed 1. If the Monstrous Maneuver Feat 12
creature Escapes this ability’s grabbed condition, any Archetype
other creature you’ve grabbed remains as such. A Prerequisites Monstrous Tactics.
caged creature can attack you with any weapons or You’re able to perform a daring act of nimbleness
unarmed attacks it has and you’re flat-footed against or savagery. While you’re assuming your monstrous
those attacks. If a caged creature deals damage to you form, you gain the advanced maneuver for the type of
equal to or greater than 2 × your level from a single animal companion you chose with Monstrous Tactics.
effect, they cut themself free. A creature that frees
itself by cutting itself free or Escaping immediately Looming Monstrosity Feat 18
exits your space and enters an adjacent one. Archetype
If you die or return to your original form, any Prerequisites Hulking Monstrosity.
creatures you’ve caged are immediately freed. You loom over your foes. When using Hulking
Ferocity [reaction] Trigger You are reduced to 0 HP. Effect Monstrosity, you can become Huge. If you do, your
You avoid being knocked out and remain at 1 HP, reach becomes 15 feet, your unarmed attacks’ damage
but your wounded value increases by 1. When you’re dice increase by two steps, and you are clumsy 2.

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Kitsune of Tian Xia
Advisor Fow held aloft his incense and myrrh as he Of all Golarion, nowhere are kitsune more common
chanted, gesturing for the drummer to increase the tempo than within the Dragon Empires, where they can be
of the beat. The Empress groaned, the Emperor held her found living in rural communities disguised as foxes or
hand, stroking it gently. From within the sovereign’s skulking in the shadows of Tian Xia’s cities in tailless
belly rose a fit of coughing, a violent hacking that guises. Legends claim that kitsune originate from Tian
splattered royal blood upon the palace floors. The fox Xia’s mythical Forest of Spirits, where Daikitsu blessed
fought to remain within, but Advisor Fow was as their ancestors with mortal forms and the ability to
unrelenting as the tides, the fox’s expulsion as assured dance between shapes as she does, while Minkai folk
as the rising of the next morning’s dawn. stories add that the Spirit Road that connects their
The Empress heaved one final time, spitting out a vile nation with Hongal on the mainland was blazed by the
plume of orange smoke flecked with white. The fox formed first kitsune as they emerged from the forest, eager to
from the smog, cradling her head in pain from Advisor bring a spot of mischief to an otherwise boring world.
Fow’s ceaseless drumming and nonsensical chants. She Their supernatural powers have made kitsune integral
spat a dozen curses before scampering into the night. to the histories and mysteries of Tian Xia as one might
expect of a people from a sprawling supernatural forest
—Excerpt from An Empress’s Exorcism, by Fow Manlo watched over by guardians of nature.

Hwaeko Shanko
Dwelling in the heartland of Tian Xia, Hwaeko kitsune Native to the flatlands of western Tian Xia, Imperial Lung
prominently lived in the land that once comprised the Wa drove many Shanko families into the Wall of Heaven
capital region of Imperial Lung Wa. As a result, they mountain range long ago where they dwell today.
were subjugated to more of the old empire’s bigotry Whether they live among frosty peaks or down in the
than most other kitsune, and human legends conflate valleys of Tian Xia, Shanko have a reputation for mischief
Hwaeko with treacherous vulpine fey called gumiho. and often use their talents to fool or swindle those they
Despite this, Hwaeko tenacity inspires them to defend don’t like, which often includes rude travelers and land
themselves both on the battlefield and in high society as owners who fail to offer them basic hospitality.
they fight to make a better life for themselves. Nations: Crown of the World, Forest of Spirits, Hongal,
Nations: Bachuan, Dtang Ma, Hwanggot, Nagajor, Po Lingshen, Shaguang, Wall of Heaven.
Li, Quain. Settlements: Ahjing (Shaguang), Danjin (Shaguang),
Settlements: Cholok (Hwanggot), Haesong Goka (Independent), Kihime (Forest of Spirits),
(Hwanggot), Khang Kaw (Dtang Ma), Laming (Quain), Muliwan (Hongal), Ordu-Aganhei (Hongal), Zhu-Cho
Nanzhu (Quain), Nibung (Nagajor), Peijia (Bachuan), (Wall of Heaven)
Tuotuo (Po Li), Yuming (Po Li)
Souko
Jinko Often claiming themselves to be the progenitor ethnic
Found throughout eastern Tian Xia, Jinko kitsune believe group from which all other kitsune ethnicities derive,
they are the descendants of the first wanderers to leave Souko kitsune live primarily in the Forest of Spirits
the Forest of Spirits and live among humans during the where they claim the Nine Bright Grains created the first
Age of Legends. Among the most populous kitsune of their people. Possessing an air of mysticism due to
ethnic groups, they’re mostly found in the regions their close relation to kami, Souko kitsune claim to be
surrounding the Xidao Gulf living among every ancestry intermediaries between mortals and divine agents such
that dwells there, from Tian-Min and Tian-Shu humans to as kami, Daikitsu, or the Nine Bright Grains. They often
the tengu of Kwanlai and the elves of Jinin. situate themselves in places near the Forest of Spirits
Nations: Chu Ye, Forest of Spirits, Jinin, Kwanlai, where they can be privy to how the politics of Tian Xia
Minkai, Quain. might affect the forest, working to broker peace when
Settlements: Hevara (Jinin), Hisuikarasu (Kwanlai), possible and pranks when diplomacy fails.
Hiyosai (Minkai), Kihime (Forest of Spirits), Laming Nations: Forest of Spirits, Hongal, Minkai.
(Quain), Nagura (Minkai), Nanzhu (Quain), Sakakabe Settlements: Kihime (Forest of Spirits), Muliwan
(Minkai), Yiangma (Kwanlai), Wanshi (Minkai). (Hongal), Ordu-Aganhei (Hongal), Sakakabe (Minkai).

105
Hwaeko Kitsune
Physical Appearance Shape Changing
Unlike other kitsune, whose original forms are neatly Equally likely to have tailless or fox alternate forms, most
lined in distinct, solid color patterns, Hwaeko kitsune Hwaeko kitsune with tailless forms assume the guise of
fur is a mosaic of white, red, orange, or gray and their Tian-Dtang, Tian-Hwan, and Tian-Shu humans, although
fur is often bristled rather than silky or soft. Golden some dwelling in Po Li have nagaji alternate forms for
eyes are as common among members of their ancestry moving among members of this serpentine ancestry.
as brown eyes are among humans. Hwaeko with pure
white fur are almost unheard of, as legends say kitsune Popular Edicts
with white fur are hunted and eaten by jelaous gumiho. O Enjoy every precious moment that you’re alive.
O Guard your secrets and those of your friends closely.
Table: Rengo Pigmentation O Prioritize survival over victory.
Body Part Pigmentation
Body, Limbs, Tail Fur llllllll Popular Anathemas
Chest, Neck, Groin Fur l O Deny other people their agency.
Tail Tip, Inner Ear Fur ll O Manipulate other’s feelings or emotions callously.
Eye Color lllll O Wear beads, eat liver, or keep habits akin to gumiho.

History & Homeland stories have been told in Tian Xia, Hwaeko kitsune
While most kitsune believe they are descended from have struggled with persecution at the hands of native
Daikitsu’s Nine Bright Grains—the nine fox spirits who Tian-Hwan humans, who are often fooled by gumiho
served as the goddess’ original attendants, Hwaeko that skulk into their villages into believing that the
kitsune claim to be descended from the first gumiho. As liver-eating fey are actually Hwaeko kitsune assuming
the legend goes, a fox whose life was saved by a human a fox form, as while gumiho are able to don the guise
farmer made a deal with a demon that if she managed of humans and foxes, they cannot do the same without
to live for 1,000 years, the demon would cast magic to outside magic. Hwaeko kitsune point to this fact as proof
allow her to ascend past her vulpine form and take on the of their purity and noble ancestry as children of the
shape of a human so that she could repay the farmer’s Daikitsu rather than cannibalistic fey, yet they’re often
descendants. The fox spent her lifetime finding ways chased from their homes or murdered by fearful humans
both magical and mundane to prolong her life, thinking all the same. Suspicion of all kitsune—not just Hwaeko
that her struggle would pay off when she would become kitsune, is high in such regions, and during the times
human. When she achieved her goal and celebrated her of Imperial Lung Wa the emperor was all-too willing to
1,000th birthday, the demon kept its bargain—the fox allow Hwaeko magistrates to purge kitsune from their
became a beautiful human. However, she also gained homes in the bed of night.
an insatiable hunger for the livers of the humans she
so cherished. Despite her incessant hunger and the evil Culture
thoughts that crept into her mind, she withstood her Hwaeko culture is deeply fascinated and inspired by
desire to slaughter for a thousand years more. After a human culture, especially that of Tian-Hwan humans,
millennium of restraint, the goddess Daikitsu visited the even as it teaches its kits a half-dozen ways to slip away
first gumiho as she drew her final breaths. Commending from human pursuers or reason with a human mob.
her for her strong will and purity of spirit, Daikitsu
took the gumiho in as her own, transforming her into a Art
kitsune and gifting her the ability to become human. Her Hwaeko culture is flush with beautiful art ranging
descendants, the Hwaeko still walk Golarion today, but from meticulously painted portraits to fine music
even they aren’t sure that their legends are true. and dancing. Among its most cherished art forms is
After roaming from the Forest of Spirits during the calligraphy, and Hwaeko artists have no fewer than
Age of Legends, Hwaeko ancestors settled in southern nine dramatically different styles and techniques
Tian Xia along the northern borders of the Valashmai for writing. Many kitsune enjoy the rowdy and
Jungle in modern-day Hwanggot and Po Li, following rambunctious music and dance of Hwanggot, and
the trees west to the Embari Ocean. For as long as Hwaeko tropes are deeply inspired by this style.

106
Some of the most renowned Hwaeko kitsune travel in soup, a mean that’s customarily used to celebrate
troupes across Tian Xia, using silk sashes to tie drums when someone grows an additional tail. This delight
like large, single-sided buk or hourglass-shaped, two- is created by boiling down anchovies and kelp, adding
handed jangoo to their bodies while wielding gongs thinly sliced beef and one wide, long noodle for each
and small cymbal-like ggwengari, dancing wildly in the tail the kitsune has, and garnishing with scallions
streets with increasing fervor as they shout and laugh and dried seaweed. Eaters are expected to slurp the
with every leap and stride. Hwaeko performances noodles whole, as doing so is said to bring prosperity,
draw crowds that quickly overexcite, though whether longevity, and good fortune.
this is due to their energetic performances or other
kitsune tricks can only be speculated. Dress
When they’re not wearing the clothing of the ancestries
Celebrations and Holidays they’re impersonating, most Hwaeko kitsune prefer
While Hwaeko kitsune celebrate numerous holidays traditional hioboki garments, which consist of folded
including the Bright Grains Festival, the best-known vest or jacket paired with the wearer’s choice of either
Hwaeko celebration is New Kit’s Day. This floating a skirt or trousers designed with folds that allow the
holiday occurs every nine full moons, and woe be to kitsune’s tail to comfortably worm its way free from the
any who forget on the morrow. Designed to inspire folds or slink back into them when transforming. This
the inner kit in everyone, elder kitsune gather to play ensemble is ancient, having been innovated from Tian-
tricks and pranks upon others on grand scales, such as Hwan fashion centuries ago. While the ensemble often
by replacing the fruit on the community’s trees with modernizes with the times, featuring painted silks and
painted vegetables or adding alchemical concoctions
to food that irritates a kitsune’s shapechanging,
causing fur and skin to become hot pink, lime green,
or take on even stranger appearances for several
days. Far grander pranks sometimes occur in locations
where more powerful kitsune live and often become
the stuff of legend, such as one famous incident
where a nine-tailed Hwaeko sorcerer transformed all
the members of his village into young children for the
day, resulting in a literal New Kit’s Day.
Each year on the evening of the harvest moon,
which is the full moon closest to the autumn equinox,
Hwaeko kitsune gather with their extended families
to make offerings to their ancestors and to celebrate
a bountiful harvest. This holiday is known as Suhwag
and is the largest celebration of the year with the
purpose of deepening a kitsune’s connection to the
land, to their ancestors, and to the goddess Daikitsu.
During the celebration, families gather together to
make vibrantly-colored rice cakes, leave offerings at
family shrines, and share feasts prepared with the
season’s freshest ingredients.

Cuisine
Hwaeko cuisine makes heavy use of rice, seafood,
vegetables and poultry that’s been steam-cooked.
It’s known for utilizing fermented bean paste, sesame
oil, a variety of soy sauces, and plenty of salt, garlic,
and spice. Preferring a wide variety of flavors and
tastes, their food often represents a blending of the
different foods of southern Tian Xia, but it’s tradition
for Hwaeko chefs to hide a special treat within every
meal, usually a piece of soy-marinated poultry.
One particularly famous Hwaeko dish is nine-noodle
Hwaeko Outcast

107
advanced embroideries when worn as fineries and miles from their family homes, and over generations
plainer materials when donned for everyday wear, the Hwaeko extended families often grow to encompass
basic style has remained unchanged due to its effective entire districts. In kitsune and mixed-ancestry homes,
form and function. Kitsune visiting neighboring this proximity is mostly used to maintain discretion
lands even take inspiration from foreign dress when while children learn to control their shapechanging.
designing their hioboki and numerous accessories exist With the advent of adventurers from far-off lands
that incorporate elements evocative of Minkai kimonos, making their mark on Tian Xia, such as the Pathfinder
Nagajor headdresses, and a dozen other features. Society, many young Hwaeko kitsune have begun
Jewelry is plentiful in Hwaeko dress with the notable expressing a desire to experience the world, leaving
exception of beaded pieces such as necklaces and their homes and returning only for major events and
bracelets. Such items are taboo in Hwaeko culture, as celebrations. As more Hwaeko search for adventure,
gumiho are notoriously obsessive over their mystical their aging elders have increasingly suffered from
fox beads and it’s thought to be bad luck to wear items loneliness as homes once full of laughter and tables
that might incriminate one’s self to be such a beast in overflowing with freshly cooked foods became silent.
disguise. Despite this, some Hwaeko that don’t wish to In such communities, many kitsune neighborhoods
be bothered by foreigners play into these assumptions share communal meals daily so that any who want
to terrify travelers passing through their lands. company need not be alone.

Language & Dialect Technology


Hwaeko kitsune mostly speak a dialect of Hwan that Hwaeko kitsune count numerous scientists and
includes music-like tonal elements, though they’re innovators among their ranks and collectively enjoy the
careful to suppress their accents when dealing with fruits of their labors. Those living in rural communities
people of other ancestries. In addition to the standard enjoy subterranean aquaducts that can support plants
written form of this language, Hwaeko kitsune have atop the hidden waterways, increasing crop yield. A
a simplified version of Hwan’s pictographic forms particularly famous Hwaeko invention is the water
that utilize simple combinations of lines to convey clock, which tracks the passage of time via a regulated
information quickly and efficiently, a necessary flow of liquid out of the clock into a vessel. Astronomy
alteration to the human variant of the written language is a popular field of research among Hwaeko, and many
due to Hwaeko kitsune constantly worrying about look to the stars with Hwaeko crafted telescopic lens.
being routed from their homes at a moment’s notice.
Tian-Hwan people who’ve learned this variant praise Traditions
it, stating that it’s significantly more practical than the Most Hwaeko kitsune follow these social customs in
bloated, archaic version that they’re used to. Over the addition to those unique to their community.
past few decades use of Hwaeko Hwan has grown more Birth: The conception of a new kit is a time of
popular, infuriating kitsune who fear appropriation. great joy for Hwaeko parents. Though kitsune have
a gestation period of 9 months, the same as humans,
Population and Hierarchies Hwaeko custom counts the time a kitsune spends in
Hwaeko kitsune are populous in southern Tian Xia, the womb as a full year when calculating age, and so
though nowhere near as numerous as their Jinko or considers all newborn kitsune kits to be one year old.
Souko cousins. Hwaeko kitsune take rather meticulous On the morning of the lunar new year, the first new
census data that they keep to themselves as a means moon of the new year, all Hwaeko kitsune celebrate
of monitoring their people should any humans try to an additional year added to their age. As a result, a kit
reinstate the purges of old, and according to that data born on the eve of the lunar new year is considered
there’s an estimated 500,000 Hwaeko kitsune alive, two years old the next morning. This practice can
with most dwelling in Hwanggot and Po Li. become a point of contention among cultures where
Traditional Hwaeko families are closely knit, with respect is granted and expected through the use of
children living in their parents’ homes until the titles and honorifics based on age.
family has grown large enough that it can no longer Dearly Departed: Hwaeko cremate their dead,
accommodate the extended family’s size, at which weaving delicate funeral pyres, using freshly cut
point the family typically bands together to build an branches, and intricate patterns drawn in rice that are
adjacent domicile for whichever members move out. lit ablaze with a surviving family member’s foxfire. If
When this occurs, usually it’s the oldest married couple no individual capable of brandishing foxfire survives
that moves out, though exceptions sometimes occur. the departed, a kitsune cleric is typically requested
It’s rare for Hwaeko kitsune to move more than a few to complete the funeral rites. Before being placed

108
upon the pyre, family and close friends carefully wash their bodies have no adverse reaction to cold iron and
and prepare the body in simple linens with prayers to often carry a bit on their person so a suspicious human
Daikitsu stitched into every seam. Hwaeko mourn for can prick them if need be. Similarly, it is known that
three days from the date of death, with the funeral gumiho can’t assume more than a single humanoid
being held on the third day. Those in attendance are form, so Hwaeko often learn to assume many forms as
served a simple yet comforting meal of rice and soup, a means of proving their innocence. This often doesn’t
and afterward the departed’s ashes are collected and work out, though, and many Hwaeko are forced to
given to the family where they are scattered across flee their homes when discovered or when a gumiho
their ancestral grave site. strikes, lest they be murdered in vengeance. Gumiho
Gumiho Taboo: Although there are plenty of delight in the torment they deliver to kitsune almost
obvious differences between kitsune and gumiho— as much as they enjoy the flavor of human liver, and
such as the former having limbs like those of a sapient many see ruining a kitsune’s livelihood as a delectable
person while the latter is essentially a four to six-foot dessert following their liver dinner, doing so whenever
long fox with up to nine tails, humans are so regularly they can with wicked pleasure.
tricked into thinking that the capricious fey are
actually kitsune and gobbled up for their errors that Fox Brawlers
Hwaeko culture has numerous cultural traditions that Generations spent in persecution has led many Hwaeko
essentially boil down to, “I can’t be a gumiho because I kitsune to develop unique martial arts styles for
do this,” in an attempt to protect them from misplaced defending themselves. Those trained in this variant of
human retribution. In addition to never wearing street fighting and known as fox brawlers, as it utilizes
beaded jewelry, kitsune are quick to point out that quick moves that are hard to track and dirty fighting.

New Feats
Characters from or who have spent significant time in
Tian Xia have access to the following feats. These are
also additional feats for the martial artist archetype.

Fox Stance [free-action] to [one-action] Feat 1


Monk Stance
Requirements You are unarmored.
You enter the stance of a fox, pulling your arms close
to your chest to mirror a fox’s fangs while making
powerful pounces. You gain a +1 circumstance bonus to
AC against off-guard foes and a +1 circumstance bonus
to Deception checks to Feint, but the only Strikes you
can make are fox fang attacks. These deal 1d6 piercing
damage; are in the brawling group; and have the agile,
finesse, backstabber, nonlethal, and unarmed traits.
If your action before entering Fox Stance was to
Change Shape, entering Fox Stance is a free action.

Fox Pounce [one-action] to [three-actions] Feat 6


Flourish Monk
Prerequisites Fox Stance.
Requirements You are in Fox Stance.
You Feint, then make a fox fang Strike or a Flurry of
Blows using only fox fang Strikes. On a successful
Feint, the target is off-guard against all Strikes you
make using this action, and you can substitute a Stealth
check to Feint for Deception if you were hidden from
the target before making a Fox Pounce.
If you spend two or more actions making a Fox
Pounce, you can Stride once before Feinting for each
action you spent beyond the first.
Hwaeko Fox Brawler

109
Jinko Kitsune
Physical Appearance Shape Changing
Known among kitsune for their beautiful eyes, which Diverse in appearance, Jinko kitsune can assume the
are said to shine with the color of precious metals forms of a variety of different Tian natives, from various
and jewels, Jinko kitsune are of average build among human ethnic groups such as Tian-Min or Tian-Shu to
their fellows. Although they aren’t particularly stocky, Jinn elves, Kwanlai tengu, even tanuki and nagaji. Fox
many Jinko appear as such to foreigners due to their forms are less common, though not unheard of.
unusually fluffy fur, which often makes their shoulders,
upper chests, feet, and tails appear thicker and bulkier Popular Edicts
then they actually are, especially during the winter. O Bring mischief into the world when its appropriate.
O Defend your honor, thought not at your life’s expense.
Table: Rengo Pigmentation O See as many wonders as your heart can hold.
Body Part Pigmentation
Body, Limbs, Tail Fur llllll Popular Anathemas
Chest, Neck, Groin Fur l O Besmirch your family or friend’s honor.
Tail Tip, Inner Ear Fur lll O Defile nature or other, beautiful things.
Eye Color lllllll O Ruin good-natured fun, such as a prank or joke.

History & Homeland to hear and to write, after all, and so all places have value.
As with most kitusne living on Tian Xia, Jinko kitsune Instead, Jinko kitsune tend to hold fondly the places
believe that their people were born by Daikitsu’s grace where the days of their lives passed lazily rather than
in the Forest of Spirits. Jinko legends differ regarding the physical space they occupied—they might hold the
how kitsune were created—in one myth, they’re the tree where they proposed to their lover dear or the river
descendants of fox spirits known as the Nine Bright where they caught their first fish rather than the social
Grains who blessed ordinary foxes with Daikitsu’s grace. construct of a place. Since memories like these can be
In others the first kitsune were ordinary foxes who saved forged anywhere, Jinko kitsune seldom have any qualms
Daikitsu’s harvest from the meddlesome children of Lao with packing up and roaming where their wanderlust
Sho Po, earning them a place at her table where they takes them, a trait that has resulted in many believing
gained sapience upon taking their first bite of deific that most of Golarion’s kitsune ethnic groups are in some
fare and their ability to shape shift after their second. way related to Jinko kitsune, as their paws strode south
Perhaps the most esoteric stories posit that the Jinko’s from the Forest of Spirits into modern Minkai before
ancestors were kami who permanently merged with the sailing across the Xiado Gulf into what is now Amanandar,
common foxes they took as their wards, transforming Chu Ye, Shokuro, Kwanlai, and Wanshou before helping
mere beasts into a mortal ancestry, while others believe to pave the Path of Anganhei with their paws.
that common foxes spontaneously transform into Despite their loose attachment to physical places,
kitsune kits after a hundred years of life, their souls many Jinko kitsune were displaced due to intolerance
having grown beyond the mundanities of beasthood. To and bigotry as the lands they roamed united under
the Jinko, no one myth is any more true than the others the dynasties of Imperial Lung Wa. Although the exact
because just as kitsune can have multiple tails, every tale reason for the empire’s intolerance towards nonhumans
told has a mote of truth within that can be appreciated. is unknown, one Jinko folk tale claims that Empress
Fact or fiction, Jinko kitsune enjoy stories in all their Xiaoyin Dgta was ensorcelled by a kitsune name Daji.
forms—even lies. What matters more than a tale’s Upon realizing that his wife was possessed, the emperor
truth is its quality, and most agree that an entertaining ordered an exorcism and organized the Jinyiwel to
fabrication is leagues better than an earnest snore. hunt down every last kitsune and purge them from his
Although Jinko kitsune undeniably originate from the kingdom, a task that was clandestine at first before the
Forest of Spirits, few are arrogant enough to claim the secret police’s failings steadily pushed them into the
dominion of kami as their homeland. In earnest, while political spotlight. Nevertheless, this led many Jinko
Jinko kitsune often come to favor a place over time few families to hide in the hills of Tian Xia, pretending to be
feel particularly married to the land that they or their common foxes by night while safely sow mischief by day
ancestors settled upon. All places have interesting stories while assuming human guises.

110
Culture shapechanging abilities, and they dance in thanks
Just as the Jinko themselves flit between human, fox, to the spirits and Daikitsu for their peoples’ many
and kitsune shapes, their culture is ever-changing almost blessings. While Kihime is typically lit with star orbs,
as fast as humanity’s own. Seeking always mischief in the the number of orbs illuminating the settlement are
mundane, Jinko culture is one of simple pleasures. doubled and each participant is encouraged to create
their own paper lantern to hang from the trees and
Art add to the vibrant and dazzling display.
If there’s one thing that the average Jinko kitsune
might be more passionate about than a good prank, Cuisine
it’s good art. Jinko kitsune are common patrons of the Known for salty and savory flavors, Jinko cuisine makes
arts, often commissioning others to create everything heavy use of kitsyu sauces made from a combination
from stories to simple baskets with whatever spare of soybeans and fermented grains like rice and wheat.
money they have, meaning a Jinko kitsune’s home is Many dishes features layers whose tastes change to
often a smattering of different locally purchased art different flavor profiles the deeper one bites, leading
pieces in clashing colors and styles. Those with the gift credence to an old kitsune adage that mischief is the
become artists, musicians, performers, and storytellers spice of life. Examples include tsutsun dumplings
without consideration, as these professions command whose innards feature a sweat bean core wrapped in
more respect and awe among Jinko kitsune than savory fish meats and seaweeds, sugary utagoro taffy
nearly anywhere else. Even the most amateur creator wrapped around a sour core, and ktsugon malts that
finds themselves a celebrity in a Jinko community. change flavors the deeper one drinks.

Celebrations and Holidays


As with most kitsune living on Tian Xia, the Bright Grains
Festival is among the most important celebrations of
the year in Jinko culture. Whereas other ancestries
track their age from the date of their birth, all Jinko
kitsune count their age by the number of Bright
Grains Festivals they’ve attended, meaning the entire
community grows one year older together on the even
of the first night of the festival. On the new year’s eve,
forests near where Jinko kitsune dwell come alive
with laughter and luminescent foxfire in celebration,
stopping just before dawn. In the twilight, kitsune
find high perches on treetops, rooftops, and hillsides
to watch the sunrise and give thanks to Daikitsu for
the previous year, praying for the coming year to be
joyous and prosperous. Afterward, they return home
to nap and partake in various confections and feasts
prepared the day before after they rise.
Every tenth year, on the winter solstice, Jinko
kitsune from across Golarion travel for a pilgrimage to
Kihime in the Forest of Spirits to illuminate the long
night with the Nine Bright Grains Festival. This is one
of the only times when Jinko kitsune travel in large
groups, and to remain as inconspicuous as possible,
they disguise themselves as merchant caravans while
doing so. While it may seem unusual for kitsune
to gather in a settlement outside their traditional
range, the journey is a long-standing custom based
on the belief that Jinko kitsune and Souko kitsune,
who primarily inhabit Kihime, are descendants of the
same fox spirit of the Nine Bright Grains. The festival
celebrates the kitsune creation legend that both Jinko
and Souko kitsune believe to be the origin of their
Jinko Prankster

111
Dress Technology
Just as Jinko feel no particular attachment to land, they Jinko kitsune benefit greatly from how widespread
similarly don’t commonly adopt any unique clothing they are, giving individuals ample opportunity to
traditions. Instead, they tend to wear whatever clothing experiences the technologies of wider Tian Xia.
is favored in the lands they’re currently inhabiting, Jinko kitsune count numerous clockwork crafters,
swapping as needed should the desire to wander gunsmiths, and other technological experts among
itch. That being said, some garments become favored their ranks and most Jinko communities have some
among individuals and many Jinko kitsune keep a closet access to these modern marvels. Jink variations on
of disparate styles from a variety of different places these items usually involve additions that are perfect
simply because they have a fond memory associated for pranks and mischief and many create magical
with the garment; they might have purchased a firework displays designed to startle the unprepared,
hanfu that looks like something that a person who’s strange combination weapons that work in ways only
important to them wore the first time they met, the inventor can understand, and alchemical marvels
squirrel away the socks they had on when they met the that ensure they’re always prepared with a prank.
love of their life, or swiped a headdress that a witless
human they pranked dropped. When Jinko kitsune Traditions
gather together, it’s understood that each person will Most Jinko follow these social customs in addition to
wear an assortment of clothing from their collections those unique to their community.
and should a kitsune visit in a particularly garrish outfit Birth: Jinko kitsune traditionally count the time
it’s considered rude not to ask a few questions about it a kitsune spends in the womb as a full year when
or receive an interesting story or two for every piece. calculating age, and so consider all newborn kitsune
kits to be one year old when they arrive though they
Language & Dialect typically keep track of the date of their birth in case
Jinko are often multilingual, learning a variety of it becomes relevant while dwelling among other
different languages native to Tian Xia that they speak ancestries in their shape. Jinko teach their kits the art
wherever they go. Most Jinko kitsune prefer speaking of mischief and merrymaking from a young age, and
Tien with others and among themselves, but do so with it’s common for a pair of kitsune parents to prank each
a Senzar accent despite most Jinko being unable to other while modeling their techniques to the child to
speak the language of kami and spirits themselves. This ensure that their values of mischief are passed to the
accent gives their Tien speech an almost musical quality next generation. This often results in young Jinko that
that many find soothing to listen to which only furthers are trying to pass for members of other ancestries
a Jinko’s ability to pull pranks and make mischief. to be labeled as problem children or troublemakers,
labels that mean less than nothing to kitsune
Population and Hierarchies but nevertheless warrant a discussion on proper
Jinko kitsune are believed to be the most populous moderation in pranking people of other ancestries to
of kitsune ethnicities on Golarion by a league of ensure one’s cover isn’t blown for anything less than
several hundred thousand, with their total estimated the best prank ever of all time.
population across Tian Xia’s major cities being around A Fox’s Wedding: Jinko kitsune are best known
a million and a half. Of course, this is nearly impossible for the spectacle that is a Jinko wedding, which
to verify because Jinko sensibilities actively thwart always includes a procession of foxfire conjured by all
attempts to conduct a proper census. After all, many attendants, forming spectacular displays of light. For
Jinko took to living in the wilds of Tian Xia during the this reason, processions always begin after the sun has
twilight years of Imperial Lung Wa as the nation’s set, though loud drums, flutes, and conch trumpets
secret police grew more brazen and those who live honor the couple the moment the sun touches the
openly as kitsune go out of their way to mess with horizon. Ordinary foxes join the procession as well,
census data as a joke. It’s anyone’s guess just how screaming merrily in a variety of yips and yaps that
populous the Jinko are as a result. looks and sounds like a parade of death to non-
Jinko each belong to one of 99 clans that are further kitsune, and many flee from the sight of a so-called
divided into numerous families. The Jinko family unit Fox’s Wedding in fright. Jinko kitsune often go out of
centers around elders, with children visiting their their way to prank non-kitsune with such antics and
parents and grandparents regularly to pay respect enjoy “neglecting” to tell non-kitsune when they’re
and offer gifts. During such visits, it’s customary for invited so they can whisk their terrified friends away
elder kitsune to offer advice, often involving secrets as guests of honor where they are forcibly dressed
ranging from the mystical arts to family scuttlebutt. and tended to by the friends and family of the happy

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couple before finally being returned to their homes displays illuminating the night skies across Tian Xia. Some
at the end of the festivities. All people in Jinko lands fireworks families are known for their nature-themed
know that any who unknowingly show compassion to fireworks, which burst in elegant floral patterns that can
a kitsune in disguise, be it as a tailless friend or as a be set off to mimic the growth of a forest, while others
fox met in the wilderness, may be called to partake in specialize in displays that appear as crashing waves
that kitsune’s wedding, willingly or begrudgingly, and drowning out the night sky. Paper dragons, kirin, and
often receive fantastic boons for their troubles. phoenixes soar through the air and shower bystanders
A Fox’s Honor: Jinko kitsune follow a unique variant with the glittering sparks of sparklers, erupting into
of the Tian-Min concept of honor, which nevertheless vibrant, explosive flames at their peaks. Kitsune are
carries significant weight among their people. Whereas particularly fond of trick fireworks, which seem to fizzle
the traditional codes are stoic, a Jinko kitsune’s edicts off only to then burst into an immense, booming display.
are often founded upon a playful mischievousness that
subverts common conceptions of Tian-Min honor. The New Firework Feats
most stable elements of Jinko honor involve foxfire The following feats are available to characters with
manifestation and swordsmanship. Regarding foxfire, the Fireworks Technician Dedication feat (Pathfinder
Jinko clan has a signature hue for their foxfire, and Roleplaying Game Guns & Gears).
while even the youngest kitsune are able to burn their
spiritual power in any color they please, every Jinko kit Hissing Spirits Display Feat 2
recalls lessons about perfectly manifesting their clan’s Archetype
specific foxfire hue—including those adopted into Prerequisites Firework Technician Dedication; trained
the clan, with meticulous attention given to even the in Arcana, Nature, Occultism, or Religion.
most minute aspects of the technique. Skilled Jinko This strange spiral of rune-scrawled paper creates a
augurs are even able to divine an individual’s family loud, insistent hissing noise and a cloud of spiraling
ancestry several generations by reading subtle shifts green smoke that attracts ambient spirits. You’ve
and scintillations in the hues of a kitsune’s foxfire, learned to use the display to direct these spirits to
resulting in many using their foxfire as a means of harry your foes. You gain the Hissing Spirits fireworks
providing their identity to fellow clan members. display and 1 Focus Point. The Hissing Spirits display
Jinko swordsmanship is based off of a blend of the gains the arcane, divine, occult, or primal trait when
styles of Imperial Lung Wa and Minkai and features you learn this feat; you must be trained in the skill that
a dizzying array of blades, with the most notable corresponds to this trait to apply it to the display.
being katana, wakizashi, and nodachi. A Jinko’s Hissing Spirits (focus) [two-actions] Cost 1 batch of infused
temperament changes from whimsical and light- reagents, 1 Focus Point; Effect You trigger the display,
hearted to stoic and serious when blades are drawn, releasing a dissonant hiss that forms thin strands of
and the greatest of their warriors can easily stand toe smoke that reveals glimpses of strange spirits and
to paw with Minkai’s most formidable samurai. Jinko haunted visages. Creatures in a 15-foot cone must
honor demands that a kitsune face their opponents attempt a Will saving throw against your class DC.
in their true form when slighted, the only occasion O Critical Success: The creature is unaffected.
that many have seen a kitsune in their original form. O Success: The creature is frightened 1.
This has led to a misconception that Jinko are more O Failure: The creature is frightened 2 and off-guard
disciplined and outwardly reserved than other kitsune until the start of your next turn.
when the truth of the matter is that if saw a Jinko in O Critical Failure: The creature is frightened 2, off-
their true form, you were probably dueling them, and guard for 1 minute, and takes 1d6 persistent mental
if you’re dueling them, you’re getting the serious face. damage. The frightened condition’s value can’t be
Much to Jinko delight, this makes it even easier for a reduced while the creature has persistent damage
sly Jinko to catch someone off-guard in a conversation from this fireworks display.
with a silly quip or a witty turn of phrase.
Grinning God Display Feat 4
Jinko Fireworks Archetype
While they didn’t invent fireworks, Jinko kitsune Prerequisites Firework Technician Dedication; trained
innovated some of the most impressive firework displays in Religion.
ever to soar above the Dragon Empires. Not all families This rocket-shaped fireworks display is scrawled with
take part in the fireworks trade, but most learn how to the holy symbols of various deities. When launched,
make small sparklers at home. Jinko culture takes great the fireworks explode into a blazing likeness of this
pride in their fireworks artisans who create dazzling deity’s, bringing comfort to those nearby. You gain the

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Grinning God fireworks display and 1 Focus Point. setting its tails ablaze as the effigy suddenly animates
Grinning God (divine, focus) [three-actions] Cost 1 batch of and darts around. When you trigger the display and
infused reagents, 1 Focus Point; Effect You trigger the each round at the start of your turn for the next 9
display, releasing a burst of sparks that takes the shape rounds, the fox darts into a grid intersection of your
of the divine symbol of the deity that you scrawled choice within 30 feet of you and showers the area in
onto the firework. You and your allies within 10 feet white-hot sparks. Creatures within 10 feet of the fox
of you gain a +1 status bonus to attack rolls, saving after it moves take 2d6 fire damage and must attempt
throws, and skill checks and 5 temporary Hit Points for a Reflex saving throw against your class DC.
1 minute. The number of temporary Hit Points you and O Critical Success: The creature is unaffected and
your allies receive increases by 5 for every Fireworks takes no damage.
Technician feat you have that isn’t a dedication feat, up O Success: The creature takes half damage.
to 5 × half your level, while the status bonus increases O Failure: The creature is dazzled until the start of your
to +2 at 8th level and +3 at 16th level. next turn and is affected by the success effect of one
of the following actions of your choice: Demoralize,
Howling Wolf Display Feat 4 Disarm, Feint, Reposition, Shove, or Trip.
Archetype O Critical Failure: The creature takes double damage
Prerequisites Firework Technician Dedication. plus 1d4 persistent fire damage, is dazzled until the
This paper pillar belches a rolling curtain of ocher start of your next turn, and is affected by the critical
smoke that rolls out before a loud howl. While typically success effect of one of the following actions of
used to scare children, you can use the display to your choice: Demoralize, Disarm, Feint, Reposition,
terrify just about anyone. You gain the Howling Wolf Shove, or Trip.
fireworks display.
Howling Wolf [two-actions] Cost 2 batches of infused March of Ghosts Display Focus 6
reagents; Effect You trigger the display, creating a 15- Archetype
feet burst of smoke that conceals all creatures within Prerequisites Firework Technician Dedication, trained
it until the end of your next turn. Creatures within in Arcana, Occultism, or Religion.
the pillar must attempt a Will saving throw against This paper sheet is coated in firecrackers and candles
your class DC. Creatures frightened by the display whose haunting bursts evoke wailing spirits as they
don’t reduce their frightened condition if they end release rolling, emerald flames in their wake. These
their turn within the smoke, nor can they Retch while flames call forth the spirits of the dead, who cling
they’re within the smoke. to the Material Universe with what little strength
O Critical Success: The creature is unaffected. they have remaining as they embark on a spectral
O Success: The creature is frightened 1. procession00. You gain the March of Ghosts fireworks
O Failure: The creature is frightened 1 and sickened 1. display and 1 Focus Point. The March of Ghosts display
O Critical Failure: The creature is frightened 2 and gains the arcane, divine, or occult trait when you
sickened 2. learn this feat; you must be trained in the skill that
corresponds to this trait to apply it to the display.
Nine Tales Display Feat 4 Glittering Serpent [three-actions] Cost 3 batches of infused
Archetype reagents and 1 Focus Point; Effect You trigger the
Prerequisites Firework Technician Dedication, expert display, creating a 20-foot wide, 30-foot lone line of
in Arcana, Occultism, Nature, or Religion. green flame in front of you that conjures dead spirits
A cluster of nine spigots extrudes from a paper mache wailing for the absolution of the Boneyard. Creatures
fox puppet, each bursting into a spiraling, lunging take 8d8 fire damage and must attempt a Reflex
gout of flame in a whorl of light and heat. Although saving throw against your class DC.
favored by kitsune during the Bright Grains Festival, O Critical Success: The creature is unaffected and
you’ve learned to use the display to harm foes. You takes no damage.
gain the Nine Tales fireworks display and 1 Focus O Success: The creature is frightened 1 and takes half
Point. The Nine Tales display gains the arcane, divine, damage plus a –10-foot penalty to their speeds for
occult, or primal trait when you learn this feat; you as long as they’re frightened.
must be trained in the skill that corresponds to this O Failure: The creature is frightened 2 and is
trait to apply it to the display. immobilized while they’re frightened.
Nine Tales [three-actions] Cost 2 batches of infused reagents O Critical Failure: The creature is frightened 2, takes
and 1 Focus Point; Effect You trigger the display, double damage plus 1d6 persistent mental damage,
placing the paper mache fox on the ground and and is immobilized for as long as they’re frightened.

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Thundering Ox Display Feat 8 Lunging Lion Display Feat 12
Archetype Archetype
Prerequisites Firework Technician Dedication. Prerequisites Firework Technician Dedication.
The firework’s paper box amplifies sound, causing it This tightly bound parcel features a bundle of
to ring with a cacophony of firecrackers when lit. You fireworks that create bright lights and louder noise. It
can use these firecrackers to create painful bursts of wasn’t difficult for you to figure what might happen if
thunderous noise that disorient your foes. You gain you launched the display at an enemy. You gain access
the Thundering Ox fireworks display. to the Lunging Lion fireworks display.
Thundering Ox [two-actions] Cost 2 batches of infused Lunging Lion [two-actions] Cost 3 batches of infused
reagents; Effect You trigger the display, causing the reagents; Effect You trigger the display, detonating
firecrackers to erupt before pulling open the box and a fiery blast at an opponent in a stunning pyroclastic
unleashing the ear-splitting sound within. Enemies display. Creatures in a 30-foot cone take 12d6 fire
within a 15-foot cone take 2d8 sonic damage and must damage and must attempt a Reflex saving throw
attempt a Fortitude saving throw against your class DC. against your class DC.
O Critical Success: The creature is unaffected and O Critical Success: The creature is unaffected and
takes no sonic damage. takes no fire damage.
O Success: The creature is clumsy 1 for 1 minute and O Success: The creature is knocked prone and takes
takes half damage. half damage.
O Failure: The creature is clumsy 1 and deafened for O Failure: The creature is knocked prone and both
1 minute. dazzled and deafened for 1 minute.
O Critical Failure: The creature takes double damage O Critical Failure: The creature is knocked prone,
and is clumsy 2 and deafened for 1 minute. takes 2d4 persistent fire damage, and is both
dazzled and deafened for 1 minute.
Glittering Serpent Display Feat 10
Archetype
Prerequisites Firework Technician Dedication.
This sinuous serpent is covered in glittery, slow-
burning powder that evokes the appearance of a
coiling, glowing serpent slithering across the sky. You
can play upon many creatures’ instinctual reactions
to serpents to distract them. You gain the Glittering
Serpent fireworks display.
Glittering Serpent [two-actions] Cost 3 batches of infused
reagents; Effect You trigger the display, lighting a
paper serpent at the end of a long stick that sparkles
with obnoxious light. When you trigger the display,
creatures within 30 feet of you must attempt a Will
saving throw against your class DC. The effects last
until the end of your next turn unless you sustain the
effect by using one action to wave the display around.
You can sustain the display for up to 1 minute and
the effect ends for any creature that begins its turn
outside of this firework display’s affected area.
O Critical Success: The creature is unaffected.
O Success: The creature is dazzled and takes an
additional –1 circumstance penalty to attack
rolls and skill checks with all actions that
don’t target you. Sustaining the effect
doesn’t increase its duration beyond
the end of your next turn for the creature.
O Failure: The creature is dazzled and off-guard, and
takes a –1 circumstance penalty to attack rolls and
skill checks with all actions that don’t target you.
O Critical Failure: The creature is blinded and off-guard.
Jinko Fireworks Technician

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Shanko Kitsune
Physical Appearance Shape Changing
Possessing wide faces and shorter snouts and ears, A Shanko’s shapeshifting is often defined by how close
Shanko kitsune have an otherwise average body type in proximity they live to other sapient people. Those
compared to kitsune of other ethnicities. Their claws with frequent contact with others usually adopt Tian-La
are semi-hooked, allowing them better leverage for human forms or those of elves, dwarves, or tengu, while
climbing trees and treacherous mountains while their those dwelling in remote places assume fox forms.
fur becomes denser during the winter months and
silkier during warmer ones, giving the impression that Popular Edicts
they’re prone to frequent changes in weight. O Be as flexible as the changing seasons.
O Create art in unexpected ways and places.
Table: Rengo Pigmentation O Favor caution with strangers over naive acceptance.
Body Part Pigmentation
Body, Limbs, Tail Fur llllll Popular Anathemas
Chest, Neck, Groin Fur l O Allow something dour to stop you from having fun.
Tail Tip, Inner Ear Fur llll O Callously shed or shear your fur.
Eye Color llllll O Give a stranger your personal information.

History & Homeland order to make backtracking significantly more difficult


Shanko kitsune trace their ancestry back to small or lure travelers into steep ravines or deep snowdrifts
familial communities that traveled west from the Forest using their foxfire to paint the illusion of a warm,
of Spirits and settled into the mountainous regions sheltered campfire. Though never meaning physical
now known as Hongal and the Wall of Heaven, steadily harm, Shanko guides often do so as a means of terrifying
spreading across the entirety of Tian Xia’s most famous visitors into paying for their services, with individual
mountain range over several millennia. Known for their guides competing to see how much of a markup they can
playfulness and sociability, even by kitsune standards, fool outsiders into spending. In one legendary example,
Shanko culture is communal by necessity, as such a group of Pathfinders paid over six times the usual fee
values are crucial to surviving the harsh winters of their after fleeing from the Wall of the Heaven in a panic. The
ancestral homes. Penned accounts of Shanko culture, Pathfinders claimed they had found full-body imprints
while not unheard of, are exceedingly rare, as much eerily shaped exactly like each of them in the snow,
of their history is told orally or sung. These traditions fresh blood training from the holes, but in reality, the
serve a practical purpose—sharing information about guides’ adolescent children had secretly tracked the
mountainous with other Shanko kitsune. Perhaps Pathfinders for days and created the spectacle using
the best example of this practice lies within Shanko animal blood and a hidden cave system to sneak ahead
sonnets, which commonly note hidden passages, major of the professional adventurers.
landmarks, and deadly hazards throughout the Wall of
Heaven. As far as passage through the Wall of Heaven is Culture
concerned, the best guides, messengers, and smugglers A culture that originated in the snowy peaks of the Wall
are Shanko kitsune because their oral histories make use of Heaven, Shanko kitsune adore snowfall and base much
of inflection and verse to convey additional meaning of their traditions around its coming and the changes it
that is lost on those unfamiliar with Shanko lore. Hiring invites upon their bodies and the world around them.
a Shanko for passage through the Wall of Heaven is
exceptionally expensive, however, especially for those Art
seeking discreet services. While Shanko are known for their fancifully woven
Shanko clans throughout Tian Xia rely on money clothing and baskets, their true artistry is in landscaping
earned by guides to purchase supplies and niceties for and ice sculpting. Shanko artists sculpt beautiful
their communities, and the fine for attempting to travel fountains from clay and stone that are designed to
through their lands without the proper guide is mischief. spout water in the air that they then surrounded by
Weather in the Wall of Heaven turns quickly, and Shanko luxurious ponds filled with native flora and fauna. In
kitsune have been known to conceal visitors’ tracks in the winter when the air grows cold, kitsune allow solid

116
blocks of ice to freeze around these fountains which Cuisine
are then sculpted into marvelous shapes depicting Shanko cuisine combines the frigid palette of their
famous ancestors and heroes, legendary monsters, Inugantiq neighbors with the rich favors of Tian-La
and the community’s guardian kami or patron deity. and Tian-Sho humans. Staples include rice, soy sauce,
As the weather warms, these ephemeral pieces slowly noodles, tea, chili oil, and tofu often served pipping
melt back into water and rejoin the pond’s trickle for hot steamed, broiled, or the wok. Their meat of choice
another spring and summer. is pork, and Shanko farmers keep a variety of different
types of swine in their villages. Shanko cusine often
Celebrations and Holidays favors cool dishes in the winter and warm dishes in the
While snowstorms in the Wall of Heaven are often summer, with most Shanko chefs agreeing that the
followed by an eerie muted silence, this is not so in best way to warm up and loosen stuffy sinuses is with
Shanko communities. When the first snowstorm of the an egregious helping of chili, garlic, and ginger. One
season falls, parents hide coins, treats, and trinkets famous dish, blood bone bites, is traditionally eaten to
in wooden balls that can be opened and closed by celebrate a birthday; these dumplings are filled with
twisting the two hemispheres in opposite directions. animal blood, noodles, and rice that’s been boiled
The balls are then thrown outside from the front door in an animal bone broth. Full of nutrients and flavor,
in the evening, and the next morning the kits leap into they’re said to nourish the body for the new year.
the snow to find the orbs, some diving head first in
search of their prizes. After a day of merriment, these Dress
kitsune typically retreat inside for warm soup and tea. To a Shanko kitsune, what clothing looks like isn’t as
important as what it’s made from. Shanko spin their
shed winter coats into yarn during the early months of
spring because their winter coats have water-repelling
properties. Many stories exist where an oni exerts
supernatural control over a kitsune using strands of
shed fur, however, which is why Shanko consider the
gift of clothing made from their fur so intimate—it is a
sign of trust and loyalty reserved for close friends and
lovers. As a result, Shanko wear traditional garments
spun from their partner’s fur on their wedding day as
a symbol of their faith in each other. Of course, Shanko
kitsune have also learned to incorporate a prank or
three into this practice. Their tailors have techniques
that allow clothing spun from Shanko fur to loosen
and dissolve, with the best-known being a technique
that causes the yarn to unbind into sticky clumps
when dampened. Many stories exist of boastful
nobles who forced a Shanko to weave them garments
of fur exist where the noble was left standing in the
rain completely wet at first rainfall, and in general the
gifting of such a garment to another Shanko is an insult
best reserved for an unfaithful partner or a hated foe.

Language & Dialect


Shanko primarily speak Tien, preferring whichever
dialect is most commonly used near their village. A
practical people, Shanko prefer being able to easily
communicate with others to keep themselves informed
and ever-ready for a good prank. Some, especially those
who frequent the faraway Forest of Spirits, also speak
Senzar, but Imperial Lung Wa’s discrimination against
non-humans ultimately cut off many Shanko from their
ancient roots when elders fluent in Senzar were slain by
imperial soldiers in inquisitions.

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Population and Hierarchies member of the family’s household. Life in the Wall
Originally found throughout Tian Xia alongside Tian- of Heaven and its surrounding areas is often harsh to
Sho humans, the descent of Imperial Lung Wa into Shanko kitsune, and many succumb to the elements
paranoid bigotry against non-humans forced many or other natural dangers long before they reach
Shanko west into their current lands, and while their adulthood. As a result, Shanko culture places immense
population is an estimated 75,000 throughout western importance on personal milestones and celebrates
Tian Xia, it is a far cry from what it used to be. individual birthdays rather than communal ones as is
Families and communal groups each have a common in other Tian kitsune ethnic groups. Shanko
nominated head of house, who has the strongest kitsune also expect their children to remain part of the
sway in determining the collective’s actions. In household indefinitely. Once a child comes of age, they
communities, succession is voted on by each familial can remain under the head of house’s care for as long
head of house, while the role of familial head of house as they want or may separate into a new family unit,
is passed once all members of a given generation have effectively becoming the head of a branch house. This
passed. If multiple heirs exist, the one with the most separation is not normally a point of contention despite
tails receives the role regardless of age or experience, being uncommon in all but the largest families. When
with age only playing a factor in the case that two or this happens, it’s customary for the head of house to
more heirs have the same number of tails. present three gifts to the departing family member,
one of which is traditionally a small sum of gold coins to
Technology celebrate their prosperity and new beginning.
Shanko kitsune have innovated and invented Public Art: Shanko have a strong tradition of
numerous tools that allow them to quickly and creating art wherever they go, whether sculpted from
effectively navigate their mountainous homes. This the snow on the side of the road or drawn directly on
includes special nine-tailed grapping hooks that aid existing buildings and landmarks. On occasion, groups
in keeping one’s balance when scaling icy peaks, snow of kitsune set out to flat, snow-covered valleys and
shoes designed to help them stay aloft in deep snow spend hours leaping and dancing together. On the
banks, and backpacking techniques for optimizing the surface it appears that they are simply making merry
amount carried. Perhaps more impressively are their into the late hours of the evening, but upon closer
hydroponic technologies, which have allowed them observation, their movements are methodical and
to cultivate a year-round rice group in mountainous deliberate strokes on a canvas that create a grand
terrain where the soil lacks proper nutrients or water yet ephemeral masterpiece of art. While a piece such
abundance for traditional paddies. It’s thought that as this would normally erode with the wind and be
more feats of Tian engineering could be attributed covered by the snow, nature typically does not have
to Shanko kitsune inventors, but Imperial Lung Wa’s an opportunity to run its course as the second half
near decimation of their people has caused many such of the festivities calls for the chaotic destruction of
attributions to be lost to the sands of time. the tapestry they spent hours dancing into the snow.
Outside of the snowy season or in urban areas, kitsune
Traditions will instead vandalize buildings with beautifully
Most Shanko kitsune follow these social customs in intricate murals that contain strange or vulgar imagery
addition to those unique to their community. hidden within their depths. Indeed ancient paintings
Birth: Shanko kitsune possess an air of gratitude and tapestries appearing to be those of famous artists
whenever a new kit is born, with most communities have been discovered, magically preserved deep in the
insisting on confining the mother to her home with caves of the Wall of Heaven, only to later be identified
the new child for a period of 30 days where her family as convincing forgeries through the discovery of an
and friends attend to her every need. In this way, it indelicate joke within the piece. Gleeful kitsune and
can be assured that the mother and child are fed an exasperated museum curators view these works as
appropriate and nutritious deity. While the newborn’s one final trick played on society by a Shanko kitsune
other parent is expected to remain at home and bond ancestor, and while other species bemoan the pranks,
with their new child, they’re also expected to go to Shanko kitsune cherish them.
the local shrine and give thanks and offerings to their Seasonal Changes: Shanko kitsune celebrate life
household deity or kami each day as the sun rises in cycles of summer and winter, marked by the arrival
and each day as the sun sets every day for the entire and shedding of their coarse winter coats. All Shanko
confinement period. Once confinement ends, the undergo this process, though the thickness and
kit’s survival is celebrated among the child’s family degree that each individual’s coat protects them from
and friends where the kit is introduced as the newest the cold varies greatly based on where each kitsune’s

118
ancestral home was; in general, those located in the Sympathetic Quaff [one-action] Feat 7
flatlands of Tian Xia to the east of the Wall of Heaven General Manipulate
grow less dense winter coats then those dwelling Prerequisites expert in Crafting, expert in Arcana.
within the mountain range itself. Shanko culture You consume a magical drink and transfer its effects to
celebrates the passing of seasons with numerous someone else. If your next action is a single action to
holidays and special occasions, from major feasts drink something that grants its drinker an alchemical
happening during the equinoxes and solstices. Snow is or magical benefit, such as drinking an elixir or potion
particularly important in Shanko culture, representing or Chugging a fox brew, you can choose one creature
the fleeting beauty that can be found in an otherwise that’s adjacent to you and resolve the item’s effects
grim situation. After all, snow falls during months as if that creature had drank it instead of you. This
where nature lays dormant, a glimmer of beauty on requires you to physically touch the target such as by
a desolate landscape. Most Shanko see snowfall as a holding their hand, kissing their cheek, rubbing their
time for relaxation and frolicking, and nearly every belly, or patting their shoulder.
snowfall is a holiday as a result where kitsune of all If the target isn’t willing, they can attempt a Reflex
ages frolics as soon as they finish shoveling their roads saving throw against your class DC or Arcana DC,
and clearing their roofs. whichever is higher. On a success or a critical success,
the effect doesn’t transfer to them and you’re
Fox Brew affected by whatever you drank normally. On a failure
All kitsune favor the magical concoctions known as or a critical failure, you transfer the effect to them,
fox brew, but none favor it quite as much as Shanko. affecting them as if they had drank the item you drank.
Whether seeped as tea or distilled as beer or rice wine,
Shanko mass produce fox brew both for their own
enjoyment and for a bit of harmless fun for pranks on
friends, neighbors, and sometimes people they don’t
even know. Numerous legends exist of Shanko kitsune
swapping a human’s drink for a fox brew to humorous
effect; in one such story, a kitsune replaces their human
coworker’s malt during a town festival with a fox brew
that transforms him into a common fox for the rest of
the night. In another, a kitsune tricks a bully into drinking
a fox brew that transforms him into an infant who they
then leave at their own doorstep for the former man’s
wife and child to deal with for a few hours until the
brew wears off. Many of the stories tend to be fanciful
adventures where the person drinking the brew learns
an important lesson about treating others with respect,
but some of the tails from the era of Imperial Lung Wa
are far more grim and violent—in one such tale, a kitsune
tricks an inquisitor into drinking a fox brew that deflates
them in size, only for the kitsune to snatch and gobble
them down in a single bite, ensuring that the inquisitor
never bothers the kitsune or their family again.

New General Feats


The following feats are available to all characters.

Quick Quaff Feat 3


General
Prerequisites Constitution 14.
You’ve learned to quickly down drinks. You can Interact
to drink a potion or Chug a fox brew as a free action.
At the GM’s decision, you can drink similar amounts
of liquid from other items as a free action, such as a
bottle of wine or a stein of beer.
Shanko Fox Brewer

119
Souko Kitsune
Physical Appearance Shape Changing
Petite with bushy fur, Souko kitsune have short ears and Most Souko kitsune have tailless forms, a guise befitting
piercing eyes. They typically have straight, almost silky their role as ambassadors between mortals and the
fur and usually have darker pigmentation on their lower spiritual world. Most have human alternate forms with
legs and forearms ranging from brown to black. Their Tian-Min ancestry in this guise, although many choose to
body types range from slender to chubby, and while present themselves with vulpine ears and tails.
their fur becomes denser as their winder coats grow in,
their fur doesn’t change color as the nights grow long Popular Edicts
and the snow fall. O Encourage everyone you meet to respect spirits.
O Make mischief for those who cannot be reasoned with.
Table: Souko Pigmentation O Settle disputes as fairly and nonviolently as possible.
Body Part Pigmentation
Body, Limbs, Tail Fur llllll Popular Anathemas
Chest, Neck, Groin Fur l O Act emotionally before acquaintances or spirits.
Tail Tip, Inner Ear Fur llll O Dishonor a kami or a similarly significant entity.
Eye Color llllllll O Knowingly carry out the will of an oni.

History & Homeland Souko history is one of peaceful existence with the
The most populous of kitsune ethnic groups on Golarion, spirits of their homeland. That is, until Soto Takahiro,
Souko legends claim that their people descend directly the Jade Regent, usurped the imperial throne of Minkai.
from Daikitsu’s Nine Bright Grains, the progenitors of Throughout his reign, the Five Storms oni terrorized
all kitsune. According to legends, all kitsune—Souko the Forest of Spirits, agitating the spirits who dweled
included, once called Tian Xia’s great Forest of Spirits there and exterminating any who would spoil their fun
their home, a mystic wood that once encircled the and spare any kami they captured from their torment.
globe. Over time, the forests receded and countless Many Souko kitsune lost their lives to the oni’s cruelties
kitsune wandered off to the corners of the globe, and many more still fled to neighboring nations such as
leaving only the Souko behind within the great forest. Hongal, Chu Ye, Kwanlai, and Wanshou, all nations that
This, however, suits most Souko kitsune well, as the have had established Souko presences for thousands of
word “Souko” is an old Tien title denoting an important years. After a group of heroes helped Ameiko Kaijitsu,
messenger, and Souko traditions claim that they are daughter of House Amatatsu and only living scion of
intermediaries between mortals and the divine, chosen Minkai with a divine mandate to rule over the nation,
by birth to promote balance and peace between the defeat the Five Storms and ascend to the Jade Throne,
primal entities who dwell within the Forest of Spirits and many displaced Souko have slowly begun returning
the mortals who dwell near it. Thus it’s only natural that to the Forest of Spirits, though many more still have
they and no others remain close to the wooded cradle chosen to remain abroad in their homes. Souko can
of their people. Despite this, only a handful of kitsune increasingly be found abroad more than in the past too,
settlements exist within the Forest of Spirits, the most as representatives from Kihime have increasingly made
notable one being the city of Kihime, located somewhere the journey across the Crown of the World and sailed
within the impenetrable tangle of the Forest of Spirits the seas of Golarion to visit faraway lands, learning of
and reachable only by those who were born within the their people and their ways in hopes of improving their
forest or whom the spirits deem worthy. The rest of the ability to promote the prosperity of mortal and spirit
Forest of Spirit’s Souko population live in small human alike. Oftentimes this involves the sojourner visiting
villages outside the forest along the famed Spirit Road, other kitsune communities such as those in Angen
a trade route that links the nations of Hongal and Minkai and the Chankai Woods, but just as often they consult
by skirting the forest’s edge by following the Sapphire with druidic circles, animist convocations, witch covens,
Sound. These kitsune rarely stay within one village for and far stranger in search of a variety of different
long, traveling along the Spirit Road tending to the perspectives and points of view, their history with the
kami’s shrines and playing pranks on those who fail to Jade Regent convincing many that harmony cannot be
properly respect the spirits of their homeland. established by the efforts of one group of people alone.

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Culture Celebrations and Holidays
Souko culture is incredibly ancient, among the oldest Deeply religious, nearly all Souko kitsune are
active on Golarion. Rather than build and raze empires, Daikitsun followers and the tenets of Daikitsu’s faith
their traditions and ideals focus on honoring the past are found throughout Souko culture. Their calendar is
while looking towards the prosperity of the future. marked with weekly holidays where Daikitsun priests
lead their flocks in rites intended to chase away evil
Art spirits and purify negative influences so positive
Souko art is among the most refined in Tian Xia, its ones may be welcomed in their wake. Such rites vary
styles having been refined over the course of several immensely based on region and include everything
ages. Throughout its evolution, Souko art is best from traditional prayer services to ceremonies
defined by its tendency to incarnate divine entities in involving displays of martial or magical power. In one
mortal form, especially as kitsune. Most Tian Xia deities particularly famous rite, Souko children weave effigies
are respected in one for or another in Souko art, with of grass designed to attract evil spirits before affixing
their common depictions shown as their tailless form them to archery targets for the village’s best archers
that hides their true, kitsune form. Their art also tends to purify with burning arrows. Over a hundred such
to place heavy emphasis on natural elements liker the rites have been documented and approved by Souko
rolling waves of an ocean, the billowing clouds of the priests, allowing virtually anyone to use their talents
sky, or the lava pluming from a volcano even over the in a way that brings positive energy and prosperity.
artwork’s subjects. In this manner, mortals as depicted One of the most popular Souko celebrations,
by Souko tend to seem small and almost insignificant every fifth full moon in a given year is Wine Moon,
compared to the heavily detailed divinities and natural an evening of drinking not only for frolicking during
beings that dominate their work. the first warm evenings of Spring, but also to
provide children as young as three summers a safe
opportunity to consume rice wine as a means of
teaching them healthy alcohol consumption habits.
Kits aged 10 to 16 are often allowed to drink as much
as they please, with adults actively facilitating their
children’s overconsumption to teach them a valuable
lesson about the price one pays the next morning for
drinking too much. Trained medics are always
on hand for Wine Moon, and the antics that
arise are often conversation topics for the
community for years to come.

Cuisine
Souko tend to consume fish as their primary
protein, caught fresh whenever possible, but they also
partake in wild fowl caught within the Forest of Spirits
and other small game animals like rabbit. Given their
close proximity to wave and woodland, their food
tends to mix seaweed, rice, cucumbers, and several
other crunchy vegetables that are prepared using a
variety of sauces that consist primarily of wheat and
soy beans, giving their food a savory taste.

Dress
Souko kitsune are among the most modestly dressed
of all kitsune ethnic groups, their traditional dress
featuring clothing that covers most of their body even
while in their original form. Souko clothing is usually
woven from hemp and fashioned into simple trousers,
shirts, and overcoats. The most well-known Souko
outfits consist of billowing, painted silk kimonos that
are typically worn for special occasions only.
Souko Sorcerer

121
Language & Dialect
The Bright Grains Festival Souko kitsune first learn to speak Senzar, the language
Celebrated by kitsune across Golarion, the tradition of of spirits predominantly spoken by the kami. This
the Nine Bright Grains festival dates back to the Age of ancient language is said to be among the first spoken on
Legends, before most of Golarion’s kitsune population Golarion, and many Souko believe it to be the language
migrated out of the Forest of Spirits (or before the of nature. Celestial is a common second language,
Forest of Spirits receded into its current borders, if you and many Souko songs aimed at praising Daikitsu and
believe claims made by Global Forest theorists that the her Nine Bright Grains are written in Celestial, with
Forest of Spirits once encircled the globe). Named in translation being frowned upon. Multilingual Souko
honor of Daikitsu’s nine attendees, the Bright Grains often learn Tien, the common language of Tian Xia,
festival celebrates the kitsune’s intertwined divine and and either Hon-La or Minkaian, the languages of their
primal origins with an invitation for spirits to walk the largest human neighbor nations.
streets and join in on rancorous mischief and celebration.
Kitsune who visit the Forest of Spirits during the Bright Population and Hierarchies
Grains Festival find the tangle traversable to them, the The most populous kitsune ethnic group by far, the
spirits’ hospitality offered to all children of the Nine Souko nation has a population of about a million
Bright Grains, including the children of mixed families kitsune, about a third of which live in or around the
who may not be kitsune themselves. Each night of the Forest of Spirits. The remaining 600,000 kitsune live
festival, all kitsune attending the festival for the evening throughout eastern Tian Xia, ranging from Minkai
gather in Kihime, the largest kitsune settlement on to the south of the Forest of Spirits to Hongal in the
Golarion located at the edge of the Forest of Spirits, west, following the chain of nations east of the Zi Ha
and began the traditional Procession of Foxes where Mountains such as Chu Yu, Wanshu, Amanandar, and
attendees march along the outer edge of the city in Kwanlai. Kitsune living abroad are evenly split between
their original forms nine times, dressed in costumes living rurally among the kami in the guise of foxes and
representing spiritual entities such as imperial dragons, within settlements while posing as tailless mortals.
kami, and other creatures. Mixed ancestry children of Either way, most Souko kitsune go about their days
kitsune who aren’t kitsune themselves are expected living in harmony with the kami while encouraging
to don kitsune costumes for the festival, complete others to do the same, sometimes by example and
with faux tails woven from painted grass. The most other times by prank or mischief.
important element of this costume is a traditional koh Souko kitsune communities are led by priests who
mask, whittled from wood with two small dots to allow commune with the spirits. Rather than demanding
the wearer to see from. As the costumed foxes march, spellcasting talent, such communions mostly involve
they sing ancient story-songs of the Nine Bright Grains, traditional rites for summoning and conducting
waiving paper mache effigies of their progenitors and themselves with the kami in order to receive their
foxfire lanterns as they sing. After the procession, spirits blessings and wisdom. Most kami are somewhat fickle
from the forest emerge, flooding the city streets for an in their interactions, and so it falls to a priest to both
evening of music, meals, and merriment until the sun secure the spirit’s blessings while avoiding provoking
rises, at which point attendees and apparitions alike their fickle ire. Kits with a respectful demeanor and
return home to sleep until the next evening’s festivities. talent for mediation are often offered this role young
Of course, most places on Golarion aren’t as rife with as it takes a significant amount of time to impart the
spiritual activity as the Forest of Spirits, and those that many traditions necessary to memory.
are don’t necessarily wish to partake in the festivities of
the Bright Grains Festival. As a result, kitsune celebrating Technology
the festival abroad usually invite local non-kitsune to While Souko culture doesn’t eschew technology, they
play the role of the guests when celebrating the Bright don’t particularly gravitate towards it either. Theirs is
Grains Festival. Different ethnic groups and communities an ancient existence that is conservative in the sense
have different traditions for how these humans are that many Souko don’t see the need to abandon old
invited to the festival; some are given cryptic invitations practices if they’re working properly, most notably
in hopes that their honored guest will wander onto the because many of their rituals are specifically for
festival grounds to see their shock while others simply dealing with spirits who are even more rigid and less
snatch those they wish to invite in the dead of night, likely to change their way of thinking then they are.
using magic to make their minds cloudy and unsure of As a result, Souko kitsune are far more likely to adapt
whether or not they dreamed up the fun they had. new customs and ideas when the old ones don’t have
their roots in interactions with spiritual entities.

122
Traditions Conceal, Don’t Feel: Souko kitsune hold no taboo
Most Souko kitsune follow these social customs in about expressing one’s emotions, only with expressing
addition to those unique to their community. them to any but one’s most intimate inner circle. To the
Birth: Souko kitsune have strict traditions regarding Souko, wearing one’s emotions too plainly upon one’s
the steps to be taken when a kit is conceived and sleeve is an invitation for disaster, an opportunity for
eventually born, all originally intended to open the one’s enemies to manipulate them by their feelings
child’s spiritual eye so that they might be able to serve and a weakness that can cause diplomatic proceedings
as Daikitsu’s messenger should she will it so. This with the spirits to run awry. One folktale in particular,
includes appointments with several different priests the tale of Koh the Shapesnatcher, emphasizes this
throughout the nine-month pregnancy in places sacred attitude about emotions explicitly. In the story, Koh is
to the Lady of Foxes such as rice paddies, community an oni who is able to snatch the forms and faces of
centers, and shrines devoted to kami and similar kitsune who express emotion before them. In the tale,
entities. When the child is finally born, it is considered the heroine defeats Koh by driving a cold iron blade
good fortune for no mention of the baby to be made through their heart while keeping her mind calm and
for the first nine days of its life, 24 hours for every tail her heart emotionless, as the fiend was unable to
the parents hope for the kit to someday grow. On the perceive her when she kept her head clear and her
9th day, the new parents invite their friends and family emotions concealed. Although it may be a practical skill
over for a private celebration where they unveil the when dealing with spirits, this tendency often results
child’s name, at which point it becomes public. Three in mental trauma such as depression and loneliness,
months later, the kit is brought to a rice paddy where and while many younger Souko kitsune advocate for
a Daikitsun priest baptizes them in grain before being an end to this attitude towards expressing emotion,
fed a thimble of blessed rice wine. change in Souko culture is slow, especially wherever
Once a kit has been born, rites of passage define spirits and kami are involved.
their childhood. In addition to measuring one’s age in
Imperial years for the sake of any mortals the kitsune Koh Masks
encounters, Souko also measure their age by natural Crafted for celebrations and as part of traditional stage
methods that are better understood by kami, such as performances, koh masks refer both to mundane items
the passage of seasons or the cycles of the moon. Thus and magical ones equally. The name is derived from the
it isn’t uncommon for a Souko to introduce themselves oldest Souko theater production, Koh the Shapesnatcher,
by the number of summers they’ve enjoyed or the which is believed to be the first to use carved wooden
number of full moons they’ve gazed upon, though in masks, painted in bright colors with small eye slots. Since
truth most Souko apply simple mathematics to their then, an entire genre of Souko theater that bares the
Imperial age to come up with such fanciful boasts. Shapesnatcher’s name exists, and as do all masks crafted
Celestial Envoys: Souko see themselves as envoys in such a style. Koh masks are exceptionally popular
of Daikitsu and the celestial realms first and foremost, among civilians who go to see such performances, and
claiming that they descend from her servitors, the it’s customary to wear them at a variety of different
Nine Bright Grains. While few are so arrogant to Souko celebrations and venues. Many individuals even
assume that they were born specifically to fulfill this collect copies of these masks for display in their home.
task, all Souko are taught that they must be ready to Magical koh masks generally aren’t used in theater
carry out Daikitsu’s divine messages at a moment’s productions, but they are treasures for those capable of
notice, believing that the Lady of Foxes will appear affording them. When invested, the mask paints its shape
to them in their dreams, whispering her will into their across the user’s body, causing them to assume the exact
ears as they sleep. Upon awakening, the stories claim likeness of the mask for a spell. The masks’ relatively
that mesmerizing, runic patterns will make themselves short duration ensures that their magic is mostly used as
seen upon their fur, confirming their status as envoys. a flourish in performances and processions, but skilled
Souko oral tradition has no shortage of heroes who users of these items are able to coax greater magical
were called to serve the Lady of Foxes, adventuring prowess from their masks, drawing upon the occultic
across Tian Xia and beyond at Daikitsu’s behest. power inherent in the Souko’s belief in these masks and
While few Souko ever receive an omen from Daikitsu the stories they represent. Some even go so far as to
or her servitors, many Souko point to the fact that commission or craft custom likenesses for their masks,
more multitailed kitsune emerge from their ethnic creating the perfect shape to represent what they want
group than any other as proof of their favored status, to become while influenced by the mask’s power. And
although this is easily countered simply by pointing according to some old tales meant to scare unruly kits,
out that theirs is also the most populous. certain mask masters can shape people into masks.

123
Koh Mask Master Archetype mask archetype feats you have that aren’t dedication
Kitsune have access to this archetype. feats. Any previous temporary Hit Points you gained
from your Masked Vigor are lost.
Koh Mask Master Dedication Level 2 If you are in a battle form that grants you temporary
Uncommon Archetype Dedication Hit Points, you instead replenish an equal number of
Prerequisites Magical Crafting; trained in Crafting lost temporary Hit Points up to the battle form’s usual
and Performance. maximum. Since you’re replenishing temporary Hit
You can craft magic masks that allow the wearers to Points instead of gaining them, previous temporary
transform. You can use the Craft activity to create Hit Points aren’t lost when you trigger Masked Vigor.
koh masks. You immediately gain the formulas for
four common 1st-level koh masks (see page 11). At Half-Masked [one-action] Level 6
4th level and every 2 levels beyond that, you gain the Archetype
formula for a common koh mask of that level or lower Prerequisites Koh Mask Master Dedication.
(a 4th-level koh mask if you’re 4th-level, a 6th-level You’re able to cover half your face with a koh mask to
koh mask if you’re 6th level, and so on). assume a hybrid form. If your next action is to use a koh
During your daily preparations, you can create one mask you’ve Invested in to Change Shape into a battle
temporary koh mask using a formula you know. If you form, you assume a form that’s a hybrid between your
have master proficiency in Crafting, you can create a original form and the shape described by your mask.
batch of two temporary koh masks during your daily A hybrid form isn’t a battle form, so you use
preparations, and if you have legendary proficiency, your statistics instead of those of the battle form.
you can create a batch of three. Any items you create However, you can cast spells, and speak. Your body
this way become inert wooden masks the next time shape in a hybrid form resembles your original form’s
you make your daily preparations, and any remaining body with the battle form’s aesthetics, so you can use
effects of the temporary items end. A temporary koh any manipulate actions that require hands that your
mask has no value. original form could use and your gear readjusts to fit
your hybrid form instead of being absorbed into you. A
Enhanced Mask Level 4 hybrid form grants any temporary Hit Points, attacks,
Archetype and special abilities like low-light vision or Speeds
Prerequisites Koh Mask Master Dedication. specific to specific to the battle form or its spell.
You’re able to enhance your capabilities while assuming
your koh mask forms. Each day during your daily Original Creation Level 6
preparations, choose one koh mask you’ve Invested in, Archetype
then select one of the following: AC, any one saving Prerequisites Koh Mask Master Dedication.
throw, one skill, Perception, or attacks. When you You’re able to customize the appearance of koh masks
Change Shape into that koh mask’s battle form, your you create. Each day during your daily preparations,
modifier for the chosen statistic is equal to 1-1/2 choose one koh mask you’re Invested in. You can paint
× your level + 1 for every two koh mask archetypes that mask to represent a specific individual associated
feats you have that aren’t a dedication feat, up to half with the mask’s form, if any. This can be a person
your level. Add 10 to this modifier to determine your you’ve encountered before or a person you fabricated
AC if you chose AC. You can still use your modifiers for the purpose of this ability. When you Change Shape
or statistics or those granted by the koh mask’s spell into that koh mask’s form, you appear as that specific
if they’re better, and if your modifier is the highest individual instead of the mask’s usual form.
option, add a +2 status bonus to that modifier.
If you’re an expert in Crafting, you can choose two Dress Rehearsal [one-action] to [two-actions] Level 8
koh masks you’re Invested in to receive this benefit. This Archetype
increases to four masks if you’re a master in Crafting Prerequisites Koh Mask Master Dedication
and eight masks if you’re legendary in Crafting. You’ve learned to extend the polymorphic effects of your
koh masks. If your next action is to Change Shape using a
Masked Vigor [free-action] Level 4 koh mask you’re Invested in, increase the duration of the
Archetype mask’s spell effect by a number of steps on the following
Prerequisites Koh Mask Master Dedication track based on the number of actions spent: 1 round → 1
Trigger Your begin your turn in a koh mask form. minute → 10 minutes → 1 hour.
Your masks quickly replenish spent vitality. You gain [one-action] Extend the koh mask’s duration by one step.
temporary Hit Points equal to 1 + 1 for every two koh [two-actions] Extend the koh mask’s duration by two steps.

124
Reprise Encore Level 8 Petrifying Shapesnatch Level 16
Archetype Archetype
Prerequisites Koh Mask Master Dedication. Prerequisites Shapesnatcher.
You’re a master at overextending koh masks. You can You can transform creatures into masks. When a
overextend each koh mask you Invested in a number creature critically fails its saving throw against your
of times per day equal to 2 plus the number of other Shapesnatch, the creature’s physical body is sealed
koh mask master archetype feats you have that aren’t within the mask you create, as the object version of the
dedication feats, up to half your level. The first time each imprisonment ritual. The creature can take no actions
day that you overextend a given mask, use DC 5 for the other than to speak telepathically with its wearer,
flat check DC. Every other time you use the standard DC. though the wearer can block this telepathy at will.

Koh Ensemble Level 10 Elaborate Rehearsal Level 20


Archetype Archetype
Prerequisites Koh Mask Master Dedication. Prerequisites Dress Rehearsal.
You instruct others in wearing your masks. Each day Your koh masks are like a second skin to you. When
during your daily preparations, you can choose a you use Dress Rehearsal to increase the duration of a
number of creatures equal to the number of koh mask koh mask that you Invested in, you increase the mask’s
master archetype feats you have that aren’t dedication duration by two steps using a single action or four steps
feats. That creatures count as having Invested in every using two actions, and you use the following track to
koh mask that you’re invested in, and if they use that determine the spell’s duration: 1 round → 1 minute →
koh mask to Change Shape, they count as having all 10 minutes → 1 hour → 1 day. If you reach a duration of
your koh mask master feats. Those characters must use 1 day, the effect ends after 1 day passes or you complete
their own actions to activate feats like Half-Masked or your next daily preparations, whichever happens first.
Masked Vigor, and their daily use and overextension of
a koh mask counts as your daily use and overextension
and vice versa. This means that if multiple creatures
share your Investiture into a koh mask and one
character uses the mask, it counts as a use for all
characters sharing your Investiture (including you).

Shapesnatcher [two-actions] Level 12


Archetype Incapacitation Polymorph
Prerequisites Original Creation.
You can remove a creature’s face, transforming it into
a koh mask. Attempt a melee Strike using an unarmed
attack. If you hit, instead of dealing damage the target
attempts a Will saving throw against your class DC or
your Craft DC, whichever is higher. The target takes a
–2 penalty to this saving throw if they’re affected by an
emotion or fear effect, such as Rage or frightened 1.
O Critical Success: The target is unaffected and immune
to Shapesnatcher for 24 hours.
O Success: The target is stupefied 2 for 1 minute.
O Failure: You transform the target into a koh mask
of a type that’s associated with a spell that could
polymorph the user into a creature of the target’s
kind for 24 hours. Anyone who Invested in this koh
mask can use it to Change Shape into a specific
individual, the target as described by the koh mask’s
effects. The target is blinded, stupefied 4, and
cannot eat, drink, or speak while their face is stolen,
though this doesn’t affect their ability to breathe.
O Critical Failure: As a failure, but the duration is
permanent (D).
Souko Noh Mask Master

125
126
The Fox Bizarre
“When I was told the foxes had gone to market, I Most kitsune believe that the first Fox Bizarre was
was skeptical about what I might find there. After all, established in Absalom by a group of traveling merchants
everyone’s heard the tales of kitsune sneak-thieves visiting the Grand Bazaar on their way to Angen, the pun
swiping purses with a smile as they coat ears in honeyed their stall bore really only working in the Taldane tongue.
words, or kitsune merchants more dastardly than snakes In a city where meeting a vulpine shapeshifter at week’s
as they whisper lies that resonant with your deepest end is merely a Fireday, locals found the notion of an
desires for an extra coin apiece. I was not expecting the all-kitsune bazaar novel enough to send the merchants
bustle, the jovial spirit. True their words spoke to my on their way with fistfuls of coin, which they proudly
hearts yearnings and my purse returned home lighter showed to those who gathered in Angen to celebrate
then it had left that morning, but the goods were quality that year’s Bright Grains Festival. By 4724 AR, news of
and the salesmanship sublime. It was then that I realized the Fox Bizarre had spread to major cities like Oppara,
that the tales I had heard were just that, and without a Goka, Segada, and beyond, with each city having its own
second thought I began looking forward to my next trip spin on the concept. In most places, the Fox Bizarre is
to the Fox Bizarre, preferably with more coin to spend.” a place to find high-quality kitsune-produced goods
at affordable prices, though some merchants use the
~ Unknown opportunity to resell unwanted possessions instead.

In Absalom to instruct potential customers to find them. Although


As the home of the first Fox Bizarre, kitsune markets it’s assumed that any shopkeepers open for business
are commonplace in the City at the Center of the World. are kitsune, the foxes nevertheless keep their muzzles
Several hundred feet are reserved for Absalom’s various hidden save for their eyes to avoid the ire of any guards
kitsune merchants in a shanty of tents and makeshift or assassins that might mean them ill will.
stalls selling everything from unusual magic items to
homespun clothing to alchemical concoctions. Open In Indapatta
daily, participating kitsune take turns manning the shops Even a shapeshifter struggles for attention in a land
and stalls with their goods and services, with regulars that rightfully calls itself the Impossible Kingdom, and
having specific days where their goods are available for so the Fox Bizarres of Vudra are often a spectacle to
wholesale. Of course, most of the merchants are happy behold. Kitsune merchants not only sell their wares
to do business on off-days for repeat customers and exclusively in their vulpine original forms, but they often
they can usually be found in the Fox Bizarre’s vendors do so while performing all manner of performances in
stations preparing their next batch of goods to sell. attempt to draw an inquiring eye or two. It’s common for
kitsune merchants and their staff to soar through the
In Angen sky performing feats of acrobatics or execute elaborate
While kitsune merchants are the norm in the city of dances to drumming beats all while rapidly changing
Angen, locals still hold the tradition of Fox Bizarres shape intermittently in hopes of creating a spectacle.
proudly. Merchants peddle their goods to fellow kitsune
not in their original forms, but in the guise of other In Segada
ancestries and animals, with fox form sellers being a Kitsune from all over Arcadia come to the City of Keys
favorite for those capable of assuming such a guise. to trade with people from across Golarion, but of local
Arcadians these merchants are usually exclusively
In Goka Duzahe—Mde kitsune are forbidden by their village
The Fox Bizarres of Goka are hushed affairs that usually councils from participating in such affairs due to their
happen in one of the underground layers that comprise participation revealing their hidden villages. As a result,
Goka’s Undermarket out of necessity—during the Segada Fox Bizarres usually feature goods wrought from
reign of Imperial Lung Wa, kitsune were harassed and the corpses of monsters and Arcadian steel ranging from
sometimes executed for being shape shifters making sharp spears to deadly firearms, though sometimes
discretion a necessity. Exactly where a Gokan Fox Duzahe kitsune sell themselves as a service, looking for
Bizarre happens is determined randomly and biweekly, opportunities to travel abroad with a team of heroes in
with shop owners putting up cryptic clues in plain sight search of fortune and a means to begin their legend.

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Fox Brews
Halt a moment, dear traveler. You’ve got a thirst that Brewed as beer, rice wine, or tea, fox brews are magical
can’t be quenched by an ordinary brew, no? You’re concoctions crafted by kitsune alchemists that produce
traveled, you’re refined. An artisan such as I can see at a a number of fun yet functional magical effects when
glance—you need a drink, but you crave an experience. imbibed. Fox brews are crafted for magical pranks
You wish to know life from another perspective. Well, a fox more often than for their practicality as adventuring
brew will give you the perspective you desire, and more! equipment, a skulk of kitsune more than happy to spend
I’ve been brewing fox brews for as long as I can the evening drinking a fox brew and enjoying their
remember. Beer? Tea? Whichever you prefer! How it’s effects, whatever they might be.
made isn’t as important as what you drink, and what Fox Brew: A fox brew is a magical liquid activated
you’re drinking is magic! Not like an elixir, no. Those when you drink it using two or more actions or when you
are too mundane, though I could brew you an alchemical feed it to a creature that’s willing or so helpless that they
concoction if it tickled your fancy and lightened your can’t resist. You only need one hand to consume a fox
coin pouch. No, if an elixir were a wizard, then a fox brew’s brew or feed it to someone, and they don’t take effect
a sorcerer. Wild, free, and most importantly—fun! After immediately. They activate after an onset period and
all, not all tricks have to be malicious, nor unexpected. once their duration ends the drinker suffers a kickback,
So, what do you say? Fancy yourself a fox’s brew? as noted in their description.

Azurepaw Item 6 Babble Barley Item 1


Rare Consumable Fox Brew Magical Consumable Fox Brew Magical
Price 50 gp; Bulk L Price 1 gp; Bulk L
Activate [two-actions] to 2 Rounds Interact; Onset 10 minutes; Activate [two-actions] to 2 Rounds Interact; Onset 10 minutes;
Duration 1 hour Duration 1 hour
Devised by Silvertail kitsune, this fox brew opens one’s Often used by kitsune communities with fox alternate
mind and body to the power of the stars. After the forms, this natural brew has an earthy taste. After the
brew’s onset, you can recall anything you’ve perceived brew’s onset, you gain a benefit based on the number
using any of your senses with perfect clarity, granting of actions you used consuming the fox brew.
you a benefit based on the number of actions you used Chug [two-actions] Choose one common language or foxes.
to consume the fox brew. If you consume Numerian You can speak and understand the chosen language
fluids during the brew’s duration, you can end the or animal (as speak with animals) for the fox brew’s
brew’s effects to negate any harmful side effects duration, but can’t speak with or understand anything
the fluids might have. The first time you negate a else, even when using magic like translate. You can
side effect in this manner, your body, limb, and tail speak whatever you chose even while polymorphed.
fur pigmentation changes to blue. The second time, Gulp [three-actions] Choose one common language you already
your eye pigmentation changes to blue. Any further know. You can speak that language for the fox brew’s
exposures can’t be negated by the brew. This changes duration, even while polymorphed. Alternatively, you
new fur you grow, not your existing fur. can choose to speak with and understand foxes for the
Chug [two-actions] The brew applies a +4 item bonus to fox brew’s duration as if using speak with animals, even
checks to Recall Knowledge, but you gain Dubious while polymorphed.
Knowledge. If you have this feat, you recall false Sip (Two Rounds) Choose one common language,
information on a failure or critical failure. even one you don’t know. You can speak and
Gulp [three-actions] The brew applies a +1d4 item bonus to understand that language for the fox brew’s duration,
checks to Recall Knowledge. even while polymorphed. You can also speak with
Sip (Two Rounds) The next attempt you make to and understand foxes and other vulpine animals and
Recall Knowledge gains a +4 item bonus. beasts for the fox brew’s duration as if using speak
Kickback After the brew’s duration ends, you become with animals, even while polymorphed.
sickened 1 and stupefied 2 for 1 day. Retching can’t Kickback After the brew’s duration ends, you take
reduce this sickened condition’s value below 1, and a –2 penalty to all linguistic actions you use and
it increases by 1 every minute that you don’t Retch reduce the save DC of linguistic effects you create
at least one time. by 2. This kickback lasts for 1 day.

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Bright Grains Item 1 also walk on air as though it were solid ground for the
Consumable Fox Brew Magical Polymorph fox brew’s duration.
Price 3 gp; Bulk L Kickback After the brew’s effects end, you are sickened
Activate [two-actions] to 2 Rounds Interact; Onset 10 minutes; 1 for 1 day. Retching can’t reduce the condition’s
Duration 1 hour value below 1, and if you go 10 minutes without
Names for the mythological servitors of Daikitsu, Retching, increase the condition’s value by 1.
this hardy fox brew has a rich chest that literally
puts fur on a bare chest. After the brew’s onset, you Flatstuff Item 3
gain the benefits of a 3rd-rank humanoid shape spell, Consumable Fox Brew Magical Morph
transforming into a kitsune of the same age and body Price 16 gp; Bulk L
type as your original form with roughly analogous Activate [two-actions] to 2 rounds Interact; Onset 1 round;
physical features. You gain additional benefits from Duration Varies based on the number of actions
the kitsune ancestry based on the number of actions used to consume the fox brew.
you used consuming the fox brew. If a benefit replaces True to its name, this beverage has the taste of a
something that improved a proficiency rank, reduce carbonated beverage that’s fallen flat. After the brew’s
your rank by one. You temporarily lose anything whose onset, you shrink a number of sizes based on the
prerequisites you no longer meet because of this. number of actions you used to consume the fox brew.
Chug [two-actions] You replace your heritage and ancestry Your equipment shrinks with you but returns to its
feats with an equal number from the kitsune ancestry, original size if removed. Your creature adjusts to 0 feet
chosen by the GM at random. Each kitsune ancestry if you become Tiny or smaller and you are enfeebled
feat must be the same level as the one it replaces. against creatures that are bigger then you with a value
Gulp [three-actions] Choose up to three options from among equal to the number of sizes bigger that creature is;
your heritage and ancestry feats and replace them for example, if you are Small and the creature is Large,
with kitsune options. Any ancestry feats you replace they’re 2 sizes bigger than you so you’re enfeebled 2
must be the same level as the one it replaces. against them. This can’t make you smaller than Fine, and
Sip (Two Rounds) You gain one kitsune ancestry this generally overlaps with most polymorph effects,
feat of your choice. This feat can be of any level, up to meaning you use the polymorph effect’s size and then
the highest level ancestry feat you have. reduce it based on the effects of the fox brew.
Kickback After the brew’s effects end, you are Chug [two-actions] You become three sizes smaller for 1 hour.
stupefied 2 for 1 day. Gulp [three-actions] You become two sizes smaller for 8 hours.
Sip (Two Rounds) You become one size smaller for
Bubbly Booze Item 5 24 hours.
Consumable Fox Brew Magical
Price 30 gp; Bulk L Kyubi Kicker Item 3
Activate [two-actions] to 2 Rounds Interact; Onset 10 minutes; Consumable Fox Brew Magical
Duration Varies based on the number of actions Price 16 gp; Bulk L
spent consuming the fox brew. Activate [two-actions] to 2 rounds Interact; Onset 1 round;
With a light taste that tickles the drinker’s tongue, this Duration 10 minutes.
carbonated foxbrew has a hint of sweetness and plenty This delightful beverage shimmers with an appetizing
of boba. After the brew’s onset, your body becomes gold glow. After the brew’s onset, you sprout a number
as light as a bubble, granting you the Quick Jump and of fox tails based on the number of actions you used
Powerful Leap feats, a +4 status bonus to Athletics to consume the fox brew, up to a maximum of nine. If
checks to jump, and constant gentle landing and water you would exceed this maximum, a tiny mote of foxfire
walk effects. Since you’re lighter than air, you take a appears at the tip of one of your existing tails instead.
–4 penalty to your save DCs against Reposition, Shove, When this brew’s effects grant you a focus spell,
and other effects that would forcibly move you, and you gain a focus pool with an equal number of Focus
count as a Fine creature for environmental effects like Points for the brew’s duration. If you already had a
strong wind. You can Retch to reduce the fox brew’s focus pool, you add these Focus Points to your existing
duration by 1d20 minutes. pool instead, up to 3 Focus Points. This can cause you
Chug [two-actions] The brew lasts 30 minutes. Your body also to regain spent Focus Points. Track these Focus Points
inflates while affected by the fox brew, making you separate from any you normally have, and when all
enfeebled 1 and encumbered. of them are spent you lose the focus spells granted
Gulp [three-actions] The brew lasts 1 hour. by this brew. Focus spells gained from this brew are
Sip (Two Rounds) The brew lasts 1 hour. You can initiate spells from any of Daikitsu’s domains; if you

129
worship an alternate aspect of Daikitsu or a pantheon actions used to consume the fox brew.
that she belongs to, use that aspect or pantheon’s The flavor of this tingling malt dances across the
list of domains instead for this purpose, and you tongues of drinkers, caffeinating them with manic
can choose an advanced spell from a domain whose energy. After the brew’s onset, you gain a status
initiate spell you have if you’re level 4 or higher. bonus to Acrobatics, Athletics, and Thievery checks, a
Chug [two-actions] You grow 1 tail and gain one focus spell of status penalty to Perception checks and to all checks
your choice from those available. to Recall Knowledge, and +5-foot status bonus to your
Gulp [three-actions] You grow 2 tails and gain two focus spells Speeds. The duration, onset, and status effects of this
of your choice from those available. item are based on the number of actions you used
Sip (Two Rounds) You grow 3 tails and gain three consuming the fox brew.
focus spells of your choice from those available. Chug [two-actions] The onset is 1 clip and the duration is
Kickback After the brew’s effects end, you are 1 minute. The status bonuses to skill checks is +4
polymorphed into a fox for 1 day, as though you while the penalties are –4. During this time you are
critically failed a saving throw against the baleful quickened 1, but you can only use this action to Step
metamorphosis spell. You can’t Change Shape to end or Interact with an item.
this polymorph effect and attempts to counteract it Gulp [three-actions] The onset is 1 minute and the duration
roll twice and use the lower result. is 10 minutes. The status bonuses to skill checks is +2
while the penalties are –2.
Loose Lip Item 4 Sip (Two Rounds) The onset is 10 minutes and the
Consumable Fox Brew Magical Mental duration is 1 hour. The status bonus to skill checks is
Price 15 gp; Bulk L +2; you don’t take any status penalties.
Activate [two-actions] to 2 rounds Interact; Onset Varies based Kickback After the brew’s effects end, you are
on the number of actions used to consume the fox fatigued for 1 day.
brew; Duration Varies based on the number of
actions used to consume the fox brew. Springbud Item 2
This beverage leaves your mouth numb, literally Consumable Fox Brew Magical
loosening your lips as the magic takes hold of your Price 10 gp; Bulk L
mind. After the brew’s onset, you gain a status Activate [two-actions] to 2 rounds Interact; Onset 10 minutes;
bonus to Diplomacy checks to Gather Information, Duration 6 hours
Make an Impression, and Request favors from other This aromatic brew is typically sweet and tastes of
creatures and a status penalty to Deception checks to apples. After the brew’s onset, your body regresses
Impersonate and Lie. The onset, duration and status based on how many actions you used to Interact with it.
effects of this item are based on the number of actions Stages for most characters (from oldest to youngest)
you used consuming the fox brew. are: Venerable Adult → Old Adult → Mature Adult →
Chug [two-actions] The onset is 1 clip and the duration is 1 Young Adult → Adolescent → Toddler → Infant. This
minute. The status bonus is +4 and the status penalty effect counts as a disguise for the Impersonate use of
is –4. During this time you cannot tell any deliberate or Disguise, but since your appearance is always what it
intentional lies. was at your new age Stage, you take a –4 penalty to
Gulp [three-actions] The onset is 1 minute and the duration your Deception DC against anyone familiar with you.
is 10 minutes. The status bonus is +2 and the status Chug [two-actions] You become 2d4 Stages younger and are
penalty is –2. During this time you cannot tell any always the minimum age for your Stage.
deliberate or intentional lies. Gulp [three-actions] You become 1d8 Stages younger and
Sip (Two Rounds) The onset is 10 minutes and the choose what age you are for your Stage.
duration is 1 hour. The status bonus is +1; you don’t Sip (Two Rounds) You become up to 8 Stages
take any status penalties. During this time, anytime younger (your choice) and choose what your age is at
you would tell a deliberate or intentional lie there is that Stage.
a 50% chance you tell the truth instead (1–3 on 1d6). Kickback Your statistics such as your Attributes and
Speeds adjust to whatever is appropriate for your
Mischief Malt Item 3 new age. After the brew’s effects end, you are
Consumable Fox Brew Magical enfeebled 2 and stupefied 2 for 1 day.
Price 16 gp; Bulk L
Activate [two-actions] to 2 rounds Interact; Onset Varies based Tinglewell Item 8
on the number of actions used to consume the fox Consumable Fox Brew Magical
brew; Duration Varies based on the number of Price 100 gp; Bulk L

130
Activate [two-actions] to 2 rounds Interact; Onset 10 minutes; walls. After the brew’s onset, you’re quickened 1 and
Duration 1 hour gain additional benefits based on how many actions
True to its nonsensical name, this delightful drink you spent consuming the fox brew. You can only use
sends shivers down the drinker’s spine, washing them this additional action on move actions and if you
with pleasurable sensations. After the brew’s onset, Climb, Fly, Leap, Swim, or Stride, you have to move the
you’re immune to pain effects and gain resistance 5 full distance allowed by the action.
against physical damage, but are also clumsy 2. Chug [two-actions] The fox brew’s duration is 1 minute and
Kickback After the brew’s effects end, you fall asleep you gain a +30-foot item bonus to each of your Speeds
for 2d4+1 hours in a drunken stupor with a wide grin. while you’re quickened 1 from the fox brew.
If awoken before you’ve slept for 8 hours, you’re Gulp [three-actions] The fox brew’s duration is 10 minutes but
enfeebled 2, fatigued, slowed 1, and stupefied 2 you’re only quickened 1 for the first minute. You gain
until you get 8 hours of continuous sleep. a +10-foot item bonus to each of your Speeds for the
fox brew’s full duration.
Wilderdrank Item 3 Sip (Two Rounds) The fox brew’s duration is 10
Consumable Fox Brew Magical minutes but you’re only quickened 1 for the first
Price 9 gp; Bulk L minute. You gain a +5-foot item bonus to each of your
Activate [two-actions] to 2 rounds Interact; Onset Varies based Speeds for the fox brew’s full duration.
on the number of actions spent consuming the fox Kickback After the brew’s effects ends, you are
brew.; Duration Varies based on the number of fatigued for 1 day.
actions spent consuming the fox brew.
This fruity beverage has a primeval taste that leaves
drinkers in touch with their wild selves. After the
brew’s onset, you are transformed into an animal
shape of your choice, as animal form but heightened
to half your level (minimum 3rd rank). Characters that
are associated with specific kinds of animals, such
as foxes for kitsune or an animal instinct barbarian’s
chosen animal, always become their associated animal
but they gain the advanced maneuver of an animal
companion of a similar kind of creature of their new
form; for example, a kitsune that becomes a fox
could gain the advanced maneuver of a wolf animal
companion, while an ape instinct barbarian could gain
the advanced maneuver of an ape animal companion.
Chug [two-actions] The onset is 1 round and the duration is
1 minute.
Gulp [three-actions] The onset is 1 minute and the duration is
10 minutes.
Sip (Two Rounds) The onset is 6 minutes and the
duration is 1 hour.
Kickback You are stupefied with a value equal to your
Intelligence – 3. After the brew’s effects end, the
stupefied condition’s value is reduced by 1 every
hour until it is removed upon reaching stupefied 0.
You can’t speak or understand language until the
stupefied condition ends.

Zoomzee Item 7
Consumable Fox Brew Magical
Price 55 gp; Bulk L
Activate [two-actions] to 2 rounds Interact; Onset 10
minutes; Duration Varies based on the number of
actions spent consuming the fox brew.
This dark beverage has a magically amplified caffeine
content, making its drinker literally bounce off the

131
Foxfire Lanterns
Ah, a bit of family history caught your eye, eh? That Sacred among kitsune, foxfire lanterns are relics that
lantern’s no ordinary piece. You see, when my grandpa allow a kitsune to pass their fire to the next generation.
was a strapping young man, a suitor showed up at his Foxfire Lantern: A foxfire lantern is a magical lantern
door. A handsome fellow, or so I am told, he fell madly with the invest trait. Only kitsune can Invest in a foxfire
in love with my grandfather, offering him this lantern lantern, which is a 10-minute activity. This causes the
whose light never dims. The suitor said, ‘This is no lantern to smolder with embers colored like that kitsune’s
ordinary flame, it is of me. It is the light of my heart, spiritual aura, and once invested a foxfire lantern’s
and I wish for my heart to belong to you.’ Investiture only ends after someone uses a 1-minute
Romantic, yes? Well unfortunately, that’s when my activity to release these embers from the lantern. The
grandfather saw his lover’s shadow. He had two pointed kitsune who Invested in the foxfire lantern cannot
ears, a long snout, and a tail of all things! My grandpa Change Shape or make Strikes using their foxfire until
did only what was sensible; he stole the fox’s treasure their foxfire is released, nor can they Invest in another
and ran. It has remained in my family ever since, but I foxfire lantern. Anyone holding the lantern can Change
may be willing to part with it fo—hey! Guards, stop that Shape into this kitsune’s alternate forms or make foxfire
thief! Stop that ... shadow?! Stop that child, the one with unarmed attacks, benefiting from all feats the investing
a shadow with two pointed ears, a long snout, and a tail! kitsune has that have Foxfire as a prerequisite.

Standard Foxfire Lantern Item 1 or until you leave the light produced by the lantern.
Uncommon Foxfire Lantern Invested Kitsune Creatures that interact with you while also within this
Price 5 gp light can Seek against your class DC or Deception to
Bulk L disbelieve the illusion, whichever is higher.
Usage held in 1 hand
Available in a multitude of regional styles, this lantern Hooded Foxfire Lantern Item 6
allows kitsune to store their foxfire for other’s use. Uncommon Foxfire Lantern Invested Kitsune
Activate [one-action] envision (concentrate, light, manipulate); Price 250 gp
Requirements A kitsune has Invested in the foxfire Bulk L
lantern. Effect The lantern sheds normal light in a 20- Usage held in 1 hand
foot emanation. This light’s coloration matches the This iron lantern possesses a hood that allows its light
aura of the kitsune that Invested in it. to be shown in a single direction.
Activate [one-action] envision (concentrate, light, manipulate);
Ambient Foxfire Lantern Item 4 Requirements A kitsune has Invested in the foxfire
Uncommon Foxfire Lantern Invested Kitsune lantern; Effect The lantern sheds normal light in a 30-
Price 100 gp foot cone-shaped emanation. This light’s coloration
Bulk L matches the aura of the kitsune that invested in it.
Usage held in 1 hand Activate [two-actions] envision (illusion); Requirements
This simple glass lantern is fitted with panels that A kitsune has Invested in the foxfire lantern and it is
cause it to cast its light in the shapes of dozens of shedding normal light; Frequency once per day; Effect
different animals and humanoids. You are invisible while within the light produced by the
Activate [one-action] envision (concentrate, light, manipulate); lantern. This effect lasts 1 minute. Creatures within
Requirements A kitsune has Invested in the foxfire this light can Seek against your class DC or Deception
lantern; Effect The lantern sheds normal light in a to disbelieve the illusion, whichever is higher.
20-foot emanation. This light’s coloration matches the
aura of the kitsune that invested in it. Shadow Foxfire Lantern Item 10
Activate [two-actions] envision (concentrate, illusion); Uncommon Foxfire Lantern Invested Kitsune
Requirements A kitsune has invested in the foxfire Price 900 gp
lantern and it is shedding normal light. Frequency once Bulk L
per day; Effect Your appearance shifts to whatever Usage held in 1 hand
you envisioned when you activated the ability, as a This lantern has a stencil that can be flipped up or
3rd rank illusory disguise. This illusion lasts 1 minute retreated into its base with a flick, and when a kitsune

132
Invests in the lantern the stencils resemble their
original form and each of their alternate forms. Foxfire on Golarion
Activate [one-action] envision (concentrate, light, manipulate); Kitsune consider foxfire—their supernatural ability to
Requirements A kitsune has Invested in the foxfire ignite their spiritual energy, as a gift from Daikitsu that is
lantern; Effect The lantern sheds normal light in a held in reverence. All kitsune can manifest foxfire with a
20-foot emanation. This light’s coloration matches the bit of practice, as the phenomenon is a result of learning
aura of the kitsune that invested in it. to manipulate the same energies that kitsune use to
Activate [two-actions] envision (illusion); Requirements Change Shape or manifest new tails. Foxfire lanterns are
A kitsune has Invested in the foxfire lantern and it is a natural development of this reverence, relics capable
shedding normal light; Frequency once per day; Effect of housing a kitsune’s spiritual energies indefinitely,
Choose one of the alternate forms of the kitsune who even after death. An identifying aesthetic of kitsune
Invested in the lantern. You produce an illusory creature culture globally, all kitsune ethnic groups have their own
of form within the lantern’s light as if from a spell with variation on foxfire lanterns that produce flames colored
a rank equal to half your level. If the illusory creature with the investing kitsune’s aura when burned. These
is destroyed, the kitsune who Invested in the lantern lanterns are regularly featured during festivals and
regains the ability to Change Shape into that form, with ceremonies of all sorts, but their production is tightly
their Investiture ending if all their forms are destroyed. controlled due to their ability to effectively seal away a
kitsune’s most precious gifts. It’s common for a kitsune
Prison Foxfire Lantern Item 18 elder to offer their foxfire to a lantern just before their
Rare Foxfire Lantern Invested Kitsune death, with the lantern being stored by a community
Price 24,000 gp caretaker in a candlelit vault for generations after their
Bulk L death—Silvertail kitsune accomplish something similar
Usage held in 1 hand by transferring their spiritual energy into star orbs rather
The outer shell of this lantern is formed from kitsune than foxfire lanterns. Young kitsune often take up their
bone, its top capped with a fox skull. ancestor’s foxfire lanterns for training, allowing them
Activate [one-action] envision (concentrate, light, manipulate); to learn to wield foxfire from echoes of their ancestors’
Requirements A kitsune has Invested in the foxfire memories long after they pass. Those that survive a
lantern; Effect The lantern sheds normal light in a passed kitsune might use the lantern to experience the
20-foot emanation. This light’s coloration matches the warm, familiar glow of their loved one following their
aura of the kitsune that invested in it. death much as one might contemplate their memories
Activate 8 hours (concentrate); Requirements A of a person at their grave and it isn’t uncommon for
kitsune hasn’t Invested in the jailhouse foxfire lantern; kitsune to regularly visit their community’s foxfire vaults
Target one helpless kitsune within an area of normal for this purpose.
light shed by the lantern; Effect Attempt an Arcana As sacred as foxfire lanterns are, those who would
check against the target’s Fortitude DC and an use them to nefarious ends exist. Stories tell of wicked
Occultism check against their Will DC. If both checks kitsune that steal the lanterns of powerful ancestors
are a success or one check is a critical success, the to wreck havoc and mayhem with a community’s relics,
target forcibly Invests in the item and cannot end their while others claim that terrible entities have extorted
Investiture. While Invested, the target transforms into kitsune by capturing their foxfire within a foxfire lantern
an insubstantial wisp of foxfire matching their aura. and forcing them to commit terrible atrocities for its
This wisp resembles the target’s head and is trapped safe return. Among Rengo kitsune, one such story claims
within the lantern until their Investiture ends. While that Baba Yaga once tricked a kitsune into giving her
trapped, the target ceases aging, doesn’t require food their foxfire, allowing her to steal their ability to change
or drink, and remains aware of their surroundings. shape and bind the unfortunate fox to her will for all of
They can move within the lantern and speak, but they time. In another, the Eldest Shyka bested a kitsune that
can’t use any other actions. Destroying the foxfire challenged them by sealing every shape they would ever
lantern while kills the target, and anyone holding the assume within an accursed foxfire lantern, causing them
lantern can use it to Change Shape into the target’s to flicker across moments of their existence at every
original form or any of their alternate forms. age in every shape they would ever assume, tormenting
If you get a critical failure on your Arcana or them with a life lived in asynchrony either as punishment
Occultism roll to imprison the target, treat the other for some slight or as a blessing for some boon—no two
rolls’ result as being one degree of success worse, stories agree which is true. No matter the case, kitsune
which may prevent you from successfully forcing the see these lanterns as both danger and blessing.
target to Invest in the sealing foxfire lantern.

133
Kitsune Magic
You’ve made a wise decision, stepping into a fox’s shop Magic comes naturally to many kitsune, a byproduct
in search of magical wonders. Our very nature is that of the blessings of Daikitsu that their people enjoy. All
of magic, I myself have known simple spellcraft since I characters have access to the spells listed below unless
was small, and I would be happy to part with a scroll or they have the uncommon or rare trait, which restricts
two for a taste of coin from that burdened pouch of yours! their access. Spells with the arcane trait appear on the
No? How unfortunate. My spells aren’t like those of arcane spell list, spells with the divine trait appear on the
elves, self-observed in their perceived mastery over magic, divine spell list, and so on for occult and primal spells.
or those of humans, obsessed with power at practicality’s Ancestral Spells: Some of the spells listed below
expense. Leaf through my stock—you’ll find nothing have the kitsune trait, which denotes that the spell is
but change. For yourself, for others, for the truth; for associated with the kitsune ancestry. A character of
magic knows no absolutes. It is an ever-present river a given ancestry treats all spells with their ancestry’s
whorling ‘round our paws, and you need only bend trait as being on every magic tradition’s spell list for the
down and tease your tongue with a taste. purpose of determining if they can learn the spell. For
Or ... perhaps a wandering fox left a tome of spells on example, the foxhole spell has the kitsune trait but not
my doorstep and I made this all up to sell a few tomes. the arcane trait, so while a typical wizard couldn’t learn
There’s only one way to find out thought, yes? foxhole, a kitsune wizard can.

Blossoming Bliss [two-actions] Spell 2 dealt by the triggering attack by your spellcasting
Concentrate Illusion Kitsune Visual Attribute or your Dexterity, whichever is higher. After
Traditions occult, primal the triggering action is resolved, you Stride up to your
Area 15-foot cone Speed, then Hide if you have cover or greater cover
Duration 1 round after doing so. If you have this spell’s ancestry trait,
Saving Throw Fortitude you gain a +5-foot status bonus to your speed as part
You weave a haze of mesmerizing, vivid light into of this Stride.
existence that dazzles your enemies and inspires your
friends. Attempt to counteract an emotion effect of Shape’s Shadow [two-actions] Spell 2
your choice on each target; instead of removing those Anadi Auditory Concentrate Illusion Kitsune
effects, they’re suppressed for the spell’s duration. Olfactory Visual
Allies within the haze gain 1d4 temporary Hit Points Traditions arcane, occult
while enemies must attempt a Fortitude saving throw. Requirements You can Change Shape and have one or
O Critical Success: The creature is unaffected. more alternate forms.
O Success: The creature is dazzled. Range 100 feet
O Failure: As a critical success, but the creature takes Duration sustained
1d6 damage and isn’t fascinated. You create an illusory image of one of your alternate
O Critical Failure: The creature takes 2d6 nonlethal forms, functioning as an illusory creature spell of this
mental damage and is dazzled and fascinated. The spell’s level except as described here. The image
fascinated condition cannot for any reason other is always the same size as your alternate form and
than its duration ending while the creature is within appears exactly as you do when assuming that form;
the spell’s area. if you’re assuming an alternate form, you can have the
Heightened (+1) The damage increases by +2d6 on a image appear as your original form instead. This image
critical success (+1d6 on a success). appears exactly as you do in that form, and you never
Heightened (+2) The cone’s size increases by 5 feet. need to attempt a Deception or Performance check to
Impersonate yourself using this image.
Foxhole [reaction] Spell 2 You and the image share a single pool of Hit Points.
Concentrate Extradimensional Illusion Kitsune Damage taken by either you or your image reduces
Traditions occult, primal your Hit Points, while healing either of you recovers
Trigger An attack is a critical success against you. your Hit Points. You and your image share the same
You duck into an extradimensional space beneath pool of actions, and if you or the image are both
your feet as you run for cover. Reduce the damage subjected to an effect that affects your Hit Points,

134
actions, or reactions, those effects apply only once Puff of Smoke: If you used swift fox’s guile to Hide
(applying the greater effect, if applicable). Taking or Sneak, you release a puff of smoke in a 10-foot-
damage doesn’t cause the image to dissolve; it only radius burst in a corner of your space of your choice
dissolves when you stop sustaining the spell or are before or after this action (your choice). You decide
reduced to 0 Hit Points, whichever happens first. what color this smoke is. Creatures within that area
The image uses your attack rolls for its attack rolls, have the concealed condition, and all other creatures
your skill and saving throw modifiers for its skill checks are concealed to them. This smoke lasts until the end
and saving throws, and your AC for its AC. The image of your next turn or until dissipated by a strong wind.
can perform any action that you could, including
casting spells, and it has illusory copies of all gear you Steal Shape [two-actions] Spell 3
have equipped. Any consumables and resources the Concentrate Kitsune Morph
image uses consume your real items and resources; Traditions occult, primal
for example, if the image drinks a potion you have, Requirement The target has an unarmed natural
your real potion is also consumed. Similarly, if the weapon they can Strike with or a breath weapon.
image casts a spell you know or have prepared, it Range 30 feet; Target 1 creature
consumes your real spell slot. If the image Strikes Duration 1 minute
using any of your weapons, its illusory copies have the Saving Throw Fortitude
same fundamental and property runes as yours. You siphon a bit of the target’s spiritual energy into
If a creature disbelieves the image, it perceives it yourself, stealing their best features. Choose one
as a shadowy version of your alternate form that’s unarmed attack the target has before they attempt
connected to your body as an actual shadow would their Fortitude saving throw.
be. This makes you hidden to the creature if you were O Critical Success: The target is uaffected.
undetected or unnoticed. The creature doesn’t regain O Success: The target’s unarmed attack dwindles,
any Hit Points for having disbelieved your shadow and reducing the damage dice of the chosen unarmed
its actions still have their full effect against it; disbelief attack by one die size, to a minimum of 1d3 (1d8 to
merely reveals your image for what it truly is. 1d6, 1d6 to 1d4, and so on).
O Failure: As a critical failure, but the version of the
Swift Fox’s Guile [one-action] to [three-actions] Spell 2 unarmed attack that you gain deals 1d6 damage (or
Concentrate Illusion Kitsune Manipulate Visual 1d4 if you gain an agile finesse unarmed attack) and
Traditions arcane, occult is affected normally by any fundamental property
You cloak your movements in illusion, performing an runes you can apply to your unarmed attacks.
act of tricky subterfuge in an instant. You perform one O Critical Failure: The target loses the chosen
of the following actions for every action you spent unarmed attack and cannot Strike with it. Your body
casting this spell: Change Shape, Conceal an Object, shifts, gaining this unarmed attack and any creature
Hide, Palm an Object, Sneak, or Steal. You can’t Change abilities the target has that trigger with its damage,
Shape if you don’t have that ability. You can either such as a giant crab’s Grab creature ability. You
attempt the action’s usual skill check with a +2 status use your unarmed attack bonus and the weapon’s
bonus or substitute the skill check for a spell attack damage when Striking with this unarmed attack. This
roll; whichever is more advantageous to you. If you cast unarmed attack doesn’t gain additional damage dice
this spell using two or more actions, you can choose from fundamental property runes, but other runes
one of the following benefits instead of an action. that apply to your unarmed attacks work normally.
Illusory Disguise: If you used swift fox’s guile to Heightened (+3): You can choose one additional
Change Shape, Conceal an Object, Palm an Object, or natural weapon or breath weapon the target has.
Steal, you can cloak whatever was affected by your Heightened (10th): You can choose to swap shapes
action illusion. If you Changed Shape, you gain an with the target. Replace this spell’s degrees of
illusory disguise; if you Concealed, Palmed, or stole an success with those of cursed metamorphosis, except
Object, that object gains an illusory disguise. Objects the target gains the effects of a polymorph spell of
are affected by illusory disguise as creatures, except 8th level or lower that would allow it to become a
they can only appear as other objects of a similar size. creature of your type instead of a harmless animal.
Illusory Swap: If you used swift fox’s guile to Palm If the target failed or critically failed their saving
an Object, Steal an object, you can leave an item of throw, you transform into their shape, as though
negligible weight and value with an illusory disguise using metamorphosis. The spell affecting you ends
that appears identical to what you palmed or stole. with the spell affecting the target ends for any
Objects are affected by illusory disguise as creatures. reason (including death) and vice versa.

135
Koh Masks
Yes, my friend, yes! Glance this way, let your eyes Typically crafted from wood or bone, koh masks let you
feast upon the majesty of my masks! Each one lovingly Change Shape into a specific form. They can be used
crafted from the trunk of a kayzoki tree. Not many grow once per day, but can be overextended to attempt to
outside the Forest of Spirits, fewer still are willing to risk use them again at great risk. Each koh mask holds a
being cursed forevermore even with such a prize as its shape belonging to a polymorph spell of a specific rank,
reward. How did I come across it? Trade secret, my friend! determined when the koh mask is created. Not only does
If honeyed words won’t sell you, perhaps a this include the type of shape, this includes the specific
demonstration? Choose a mask, any mask! Why, I agree, kind of creature whose form you assume when you
the Gilded Sparrow matches your complexion perfectly. It Change Shape. For example, each koh mask of the howling
is as they say—the customer is always right in matters of pack would see you assume the form of a specific type
taste, no? Yes, there’s not supposed to be any eye holes. Now of creature that qualifies as a canine, but whether this
stop fidgeting, I’ve almost finished tying the—dashing! is a domestic dog, a fox, a hyena, a wolf, or something
You look as dashing as my kit on his wedding day. If I had else is determined when the mask is crafted. If you have
a kit, that is. Now, clear your mind. Picture the Swallow Change Shape from your ancestry or heritage, you can
King. Feel his feathers burst from your smooth skin, the use that ability to assume the mask’s shape, allowing you
magic of a kitsune transformation, now yours.... to apply ancestry feats or heritage as described.

Activating a Koh Mask mask one additional time that day.


Once you’ve Invested in a koh mask, you gain the O Success: As a critical success, but you can’t try to
Change Shape action for that koh mask, which you overextend the mask again during that day.
can use if the mask is fully covering your face. You can O Failure: You Change Shape into the koh mask’s
Interact as a single action with the manipulate trait to shape, but the duration is permanent. When you
cover your face with an invested koh mask; if you’re enter a stressful situation such as an encounter
already wearing it on your head without covering your while in this shape, you’re confused. Every hour you
face, adjusting it to cover you is a free action with the remain in this shape, attempt a Wisdom check (DC =
manipulate trait. Each koh mask has either the divine 10 + the number of previous checks you’ve made).
or primal trait based on whether its powers come from Each time you fail, you become stupefied 1 or your
Daikitsu’s blessings or the spirits of nature, chosen existing stupefied condition increases by 1; you
when the mask was crafted. become stupefied 2 or increase the condition’s value
Change Shape [one-action] ([divine or primal], concentrate, by 2 on a critical failure. If the stupefied condition’s
manipulate, polymorph) Requirement You’re wearing value exceeds your Charisma, you die and are
a koh mask. Effect You assume the koh mask’s battle instantly reincarnated (as the ritual) as a creature
form or gain its listed spell effect for 1 minute, using of whatever shape you assumed using the mask,
the listed spell rank. You can use this action again to becoming an NPC under the GM’s control unless you
return to your natural shape. Unless otherwise noted, reincarnated into something with ancestry rules.
a koh mask can’t replicate a specific creature, although Anything that counteracts or ends a polymorph
you always appear exactly as the koh mask depicts. effect can return you to your original form, but only
Using Change Shape counts as creating a disguise for wish can revert reincarnating into the mask’s shape.
the Impersonate use of Deception. O Critical Failure: As a failure, but you attempt a
Wisdom check every 10 minutes you remain in the
Overextending a Koh Mask koh mask’s shape.
Once you’ve used a koh mask to Change Shape that
day, you can attempt to Change Shape one more Koh Mask Statistics
time—overextending the koh mask at the risk of A koh mask’s base statistics are the same unless noted
permanently assuming the shape. Change Shape otherwise in a special koh mask. It has light Bulk, and
again, then roll a DC 10 flat check using the following must be Invested in and worn to be activated. Each koh
degrees of success. mask contains a specific rank of the spell, which can be
O Critical Success: You Change Shape without an the spell’s base rank or a heightened rank depending on
issue and you can attempt to overextend your koh the person crafting it.

136
Varying Statistics Koh Mask of Enlargement Item 5+
Each type of koh mask has a level and Price determined Magical Koh Mask
by the spell’s rank. The koh mask’s rarity matches the Usage worn; Bulk L
rarity of the spell that its shape comes from. A koh mask Frequency once per day, plus overextend
has the normal Hardness, BT, and HP of a thin item of its This oversized mask of wood or bone completely
material (see Pathfinder Player Core page 252). covers the wearer’s face and head, featuring a plain
The traits for a koh mask always has the traits of guise of beady eyes and a slit for a mouth. When you
whatever shape it allows its wearer to assume, such use the mask to Change Shape, the mask merges into
as animal for a koh mask that allows its wearer to your body and you are affected as enlarge.
become a shark or fiend for one that allows its wearer Type 2nd-rank spell; Level 5; Price 200 gp
to become an oni. The GM determines the extra traits. Type 4th-rank spell; Level 9; Price 750 gp

Crafting a Koh Mask Koh Mask of Deific Epithet Item 20


The process to Craft a koh mask is like that to Craft any Divine Magical Koh Mask
other magic item. When you begin the process, choose a Usage worn; Bulk L
polymorph spell you know and select a battle form that Frequency once per day, plus overextend
polymorph form allows you to assume to put into the This regal mask is meticulously constructed with the
koh mask. You have to either cast the spell during the facial likeness of a deific entity and often includes
process, or someone else must do it in your presence. motifs reflecting their divine symbol. When you use
That spell doesn’t have its normal effects; instead, the the mask to Change Shape, you assume its deity’s
magic is captured inside the koh mask. The caster doesn’t avatar battle form. When naming a koh mask of deific
need to pay any cost of the spell. epithet, replace “deific epithet,” with the name of the
The casting must come from a spellcaster expending a mask’s associated deity and their epithet, such as
spell slot or a focus point. You can’t make a koh mask from “koh mask of Daikitsu, Lady of Foxes.”
a spell that comes from another magic item, for example, Type 10th-rank spell; Level 20; Price 75,000 gp
but you can make one from a druid casting untamed form.
A wand’s rarity is the same as that of the spell it contains. Koh Mask of the Suspicious Impostor Item 3+
Divine Magical Koh Mask
Common Koh Masks Usage worn; Bulk L
The simplest koh masks contain a spell, with Price and Frequency once per day, plus overextend
level based on that spell. This eerily detailed mask depicts a caricature of a
creature. When you use the mask to Change Shape,
Koh Mask of Battle Shapes Item 3+ you transform into a perfect likeness of this creature,
Magical Koh Mask functioning as a 3rd-rank illusory disguise except you
Usage worn; Bulk L replace the spell’s auditory, illusion, olfactory, and
Frequency once per day, plus overextend visual traits with the polymorph trait. Unlike most
This wooden mask lacks eye holes and resembles koh masks, which only last 1 minute, a koh mask of the
a specific kind of creature. Each koh mask of battle suspicious imposter’s duration is determined by its level.
shapes is associated with one battle form from a Type 1-minute duration; Level 3; Price 75 gp
polymorph spell, such as animal form. When naming Type 10-minute duration; Level 5; Price 200 gp
a koh mask of battle shapes, replace the word “battle” Type 1-hour duration; Level 7; Price 400 gp
with the name of its associated battle form, such as Type 1-day duration; Level 9; Price 750 gp
“koh mask of canine shapes.”
Type 1st-rank spell; Level 3; Price 75 gp Koh Mask of Incarnations Item 20
Type 2nd-rank spell; Level 5; Price 200 gp Divine Magical Koh Mask
Type 3rd-rank spell; Level 7; Price 400 gp Usage worn; Bulk L
Type 4th-rank spell; Level 9; Price 750 gp Frequency once per day, plus overextend
Type 5th-rank spell; Level 11; Price 1,600 gp This highly stylized mask depicts a powerful entity of
Type 6th-rank spell; Level 13; Price 3,200 gp nature. When you use the mask to Change Shape, you
Type 7th-rank spell; Level 15; Price 6,800 gp assume either a kaiju or green man battle form, as nature
Type 8th-rank spell; Level 17; Price 15,500 gp incarnate. When naming a koh mask of incarnations,
Type 9th-rank spell; Level 19; Price 41,000 gp replace “incarnations” with the name of the mask’s
Crafting Requirements Supply a casting of the spell associated entity, such as “koh mask of the green man.”
at the listed rank Type 10th-rank spell; Level 20; Price 75,000 gp

137
Koh Mask of Mortal Coil Item 5+ Koh Mask of the Liver-Eater Item 11
Magical Koh Mask Uncommon Magical Koh Mask
Usage worn; Bulk L Price 1,600 gp
Frequency once per day, plus overextend Usage worn; Bulk L
This mask bears the likeness of a specific ancestry; a Frequency once per day, plus overextend
5th-rank mask’s ancestry can be Large, otherwise, it This dreadful mask depicts a dreadful vulpine face.
must be Small or Medium. When you use the mask to When you use the mask to Change Shape, you assume
Change Shape, you transform into this ancestry, as a gumiho form (as a 4th-rank fey form; see page 128).
humanoid form. If the ancestry isn’t humanoid, you gain You also gain a foxfire ranged unarmed attack that
any traits related to its type, such as plant for a leshy deals 1d6+8 fire, belongs to the sling weapon group,
mask. When naming a koh mask of mortal coil, replace has a maximum range of 20 feet, and has the unarmed
the word “mortal” with the name of its associated trait. Finally, you gain the Gumiho Charm ability.
ancestry, such as “koh mask of human coil.” Use—Gumiho Charm [free-action] (fortune) Effect If your next
Type 2nd-rank spell; Level 5; Price 200 gp action or activity is to Feint, Lie, Make an Impression,
Type 3rd-rank spell; Level 7; Price 400 gp or Request something, roll twice and use the higher
Type 5th-rank spell; Level 11; Price 1,600 gp result. All creatures who witnessed your Gumiho then
become temporarily immune to it for 24 hours.
Koh Mask of Shrinking Item 5
Magical Koh Mask Koh Mask of the Gilded Sparrow Item 15
Usage worn; Bulk L Uncommon Magical Koh Mask
Frequency once per day, plus overextend Price 400 gp
This half mask is designed to cover one of the Usage worn; Bulk L
wearer’s only, leaving the rest of the face exposed. Frequency once per day, plus overextend
Despite this, the mask has two tiny eyes and a mouth. This handsome mask depicts the chipper face of
When you use the mask to Change Shape, the mask a common swallow, painted with gold and regal
merges into your body and you are affected as shrink. finery. When you use the mask to Change Shape, you
Type 2nd-rank spell; Level 5; Price 200 gp transform into a humanoid form resembling a Tiny
tengu with golden feathers cresting upon your brow
Uncommon Koh Masks and a pair of resplendent wings jutting from your
Rarer koh masks have more intricate transformations back. Unlike humanoid form, this grants you a –4 status
or provide their wearers with additional bonuses while penalty to Deception checks to pass as a generic tengu
transformed, as described below. due to your ridiculously tiny size, but it grants you a
flying Speed of 25 feet and a beak unarmed attack
Koh Mask of the Fox’s Friend Item 7 that deals 1d6 piercing damage, is in the brawling
Uncommon Magical Koh Mask weapon group, and has the finesse and unarmed
Price 400 gp traits. Unlike most koh masks, you can remain in this
Usage worn; Bulk L form for 1d6 hours; the GM rolls the duration as a
Frequency once per day, plus overextend secret roll, representing the point at which the bird-
Depicting the plain likeness of a fox’s face, the paint brained Swallow King bores of your antics and leaves.
on this mask adjusts to resemble the features of any If you reincarnate from overextending a koh mask
non-kitsune who holds it. Only non-kitsune can Invest of the Gilded Sparrow, you reincarnate into a common
in a koh mask of the fox’s friend, and when you use the swallow, using the statistics for a raven and becoming
mask to Change Shape, you transform into a kitsune, an NPC under the GM’s control.
as humanoid form, of the same age and body type as
your true form with roughly analogous physical traits, Cursed Koh Masks
such as hair color. Unlike most koh masks, you can Often created through magical mishaps, shoddy crafting,
remain in this shape until the next sunrise. or from a vindictive mask maker’s desire to harm another
If you reincarnate from overextending a koh mask of given sympathetic form, a cursed koh mask .
the fox’s friend, you reincarnate into a kitsune with a fox
alternate form, then this mask forever becomes a koh Cursed Koh Mask Item 3+
mask of the suspicious impostor that allows the wearer Uncommon Magical Koh Mask
to assume your original form. If you gain a tailless Price Varies.
alternate form of your original ancestry, your new Usage worn; Bulk L
appearance is slightly different from the one you lost. Appearing identically to a koh mask item of the same

138
level and having the same Price, a cursed koh mask
doesn’t grant its wearer the opportunity to transform. Uncommon Battle Forms
Instead, the wearer must attempt a Will saving throw The following battle forms are uncommon options for
against the cursed koh mask’s DC (15 + its level), using the listed common spells. The GM decides if you have
the following degrees of success. access to these battle forms.
O Critical Success: The target is able to pull the koh
mask off of their body before it curses them, gaining Uncommon Fey Form
no benefits but avoiding the curse. The following form can be assumed using the fey form
O Success: The target assumes the form of the koh spell (Pathfinder Secrets of Magic). Kitsune have access
mask that the cursed koh mask appears to be until to this battle form.
some arbitrary condition is met. This condition is B Gumiho Speed 40 feet; Melee [one-action] claw (agile,
determined by the GM, but it’s usually something finesse), Damage 1d4+8 slashing; Melee [one-action] jaws
relatively simple such as immersing yourself in cold (agile, finesse), Damage 1d6+8 piercing; Snapping
water or waiting until the next sunrise. Critical [free-action] Trigger You critically hit with a claw or
O Failure: The target dies and is instantly reincarnated jaws Strike, Effect You heal for half the amount of
(as the ritual) as a creature of whatever shape is damage dealt, then become immune to Snapping
associated with the mask. Only wish can restore you. Critical for 1 day.

Koh Mask of the Rough Beast Item 20 Uncommon Monstrosity Form


Rare Divine Magical Koh Mask The following form can be assumed using the
Price 75,000 gp monstrosity form spell. People from Wanshou have
Usage worn; Bulk L access to this battle form.
Frequency once per day, plus overextend B Kraken Speed 10 feet, swim Speed 40 feet; Melee
This horrific mask depicts a thousand maws filled with Damage 2d12+20 piercing; Melee [one-action] arm (reach
sharp teeth, the largest of which sits in its center and 30 feet, magical), Damage 2d12+20 bludgeoning
possesses an almost hypnotic pattern that bares a plus Grab; Melee [one-action] tentacle (reach 50 feet, agile,
striking resemblance to the divine symbol of Rovagug, magical), Damage 2d8+20 piercing; Melee [one-action] beak
the Rough Beast. If you use the mask to Change (reach 20 feet, magical), Damage 2d8+20 piercing;
Shape, attempt a DC 40 Will saving throw, using the Constrict [one-action] 2d8+20 piercing, DC equals your spell
following degrees of success. DC; Jet [one-action] (move) You Swim through the water three
O Critical Success: The target is able to pull the koh times in a straight line without triggering reactions.
mask off of their body before it curses them, gaining
no benefits but avoiding the curse.
O Success: As a failure, except the transformation
lasts until the next sunrise, as the Rough Beast’s
curse flees from Sarenrae’s wrath.
O Failure: The target assumes the form of a spawn of
Rovagug, granting you the statistics and abilities of
Rovagug’s battle form (as avatar) and a kaiju battle
form (as nature incarnate). If both forms grant similar
statistics that do not overlap, such as size or Speed,
use the larger statistic, such as Gargantuan size or a
Speed of 50 feet. You gain the fiend and qlipploth
traits while assuming this form.
Unlike most koh masks, this transformation is
permanent once activated but it can be counteracted
by remove curse. You are confused while in this shape
and can’t use concentrate actions unless those
actions also have the rage trait, with the exception
of Seek. Your Strikes against objects and structures
ignore resistances and are always one degree of
success better unless they’re artifacts.
O Critical Failure: As a failure, but the transformation
can only be counteracted by a wish ritual.

139
Runes
I can see that you’re a customer of taste, weary traveler, Items like weapons, armor, and other accessories can
for your eyes found themselves inexorably drawn to my be enhanced from having runes etched upon them,
most prized of products. Yes, these markings may seem customizing their effects. A rune must be physically
meager to the untrained eye, but your eye is far from engraved upon an item through a special process to
untrained, no? An expert’s eye with masterful skills in convey its effects. They are typically categorized as
discernment as legendary as those of great heroes past? fundamental runes, which provide status bonuses to
Why, yes? I sell runes for many occasions. Some will attack and damage rolls for weapons or AC and saving
provide you with assistance in combat. Others not so throws for armor; property runes, which grant varied
much, but every rune is useful. You see, those without the effects to armor and weapons; and accessory runes,
proper foresight see runes as a passive boon, a marking which enhance mundane items with useful magic.
that enhances one’s tools and nothing more. But my Weapons and armor can have a number of property runes
friend, runes can be so much more! Runes can perform etched onto them equal to the value of their potency
wonders like you can only envision, turn stormy rune while any item that doesn’t have the invested trait
weather into calm skies with the smallest expenditure of can be etched with one property rune. Etching a rune
power. But you know this, yes? That is why you come here, onto an item doesn’t change its Bulk or non-magical
to me. This is good, we have much business to discuss. characteristics except as noted.

Accessory Runes clothing match their alternate forms. When you invest
The following runes can be etched onto mundane items in a tailored item, that item’s size and proportions
and magic items without the invested trait. adjust to perfectly fit your body. These adjustments
happen as you undertake the action to wear them,
Counterfeit Item 0 meaning no item is too large or too small to be adjusted
Auditory Consumable Illusion Magical Olfactory in this manner. Since invested items typically adjust
Polymorph Visual themselves to your body in this manner by default,
Price 1 cp this rune typically provides no benefits to items that
Usage applied to an item of light Bulk or less; Bulk — already adjust themselves to suit their wearer or user.
Counterfeit runes allow a trickster to make one item The item remains sized for you for as long as you’ve
appear to be something else. Kitsune and tanuki invested in it, even if it leaves your possession.
from Tian Xia are well-documented users of this You can spend 10 minutes donning a tailored item
rune, with many Lung Wa stories claiming that these to envision a set of related worn items, such as an
shapeshifters use such runes to make leaves and twigs entire outfit of clothing if you’re donning a tailored
appear to be genuine coin to swindle hard-working shirt. If you do, every item you envisioned also acts as
human merchants. After you invest in a counterfeit if etched with a tailored rune for as long as you invest
item, you can use one action with the concentrate trait in the tailored worn item.
to envision something of similar Bulk for the item to
transform into; this is a physical transformation with Trendy Item 1
illusory elements. This can transform multiple related Magical Polymorph
items, such as pebbles in the same bag, provided that Price 1 gp
all items gain a similar appearance. Usage applied to clothing; Bulk —
Onlookers can disbelieve the illusion by attempting Trendy runes are designed to allow their wearer to
to Seek against your Deception DC. The effect ends keep up with the latest fashion trends and details
after 24 hours or when the illusion is disbelieved. by customizing the garment to their tastes, though
shapeshifters such as kitsune use them to make sure
Tailored Item 0 their attire blends in no matter where they roam.
Magical Polymorph You change the appearance of a trendy item as a
Price 5 sp 10-minute activity with the concentrate trait, changing
Usage applied to a worn item; Bulk — its appearance as if using restyle (Pathfinder Secrets of
Tailored runes are unexceptional runes that kitsune Magic). The garment then becomes immune to this
and other shapeshifters commonly use to help their rune’s effects for 1 hour.

140
Armor Runes Weapon Runes
The following runes can be etched onto armor and The following runes can be etched onto weapons.
shields.
Indelible Item 1
Inconspicuous Item 5+ Magical Morph
Illusion Magical Mental Price 5 gp
Usage etched onto armor Usage etched onto handwraps of mighty fists
Armor etched with this rune emits an imperceptible When etched with indelible runes, the handwraps of
haze that causes onlookers to overlook the wearer. mighty fists become scrawled with a detailed family
You gain an item bonus to Deception checks to history of the person donning them, written in their
Impersonate others while wearing the armor. ancestors’ hand. Anytime you are affected by a
Activate [two-actions] envision (illusion, mental); Frequency polymorph effect, the etched handwraps change into
once per day; Duration 1 minute; Effect Onlookers a form that’s suitable for your new appearance rather
perceive you as a generic member of your ancestry and than merging into your body, such as wrapping around
have all memory of any specific details about you erased your front paws or transforming into a scarf or bow
from their mind. A creature can Recall Knowledge should you assume a fox form.
against the rune’s DC using a skill that would otherwise Activate [free-action] envision (flourish); Effect Choose one
identify you, such as Society for most humanoids or unarmed attack you have in your original form or an
Kitsune Lore for a kitsune, to disbelieve the illusion, alternate form that you aren’t currently assuming.
regaining any memories erased by this effect. You can make unarmed Strikes with that unarmed
Type inconspicuous; Level 5; Price 75 gp attack until the start of your next turn regardless of
The item bonus to Deception checks is +1 and the your current form. Striking with an unarmed attack
Recall Knowledge DC is 23. your current form does not have causes you to get
Type greater inconspicuous; Level 9; Price 650 gp an automatic critical failure on any Deception checks
The item bonus to Deception checks is +2 and the against onlooker’s Perception DCs for the purpose of
Recall Knowledge DC is 29. detecting your deception.
Type major inconspicuous; Level 17; Price 15,000 gp
The item bonus to Deception checks is +3 and the Tricky Item 4
Recall Knowledge DC is 40. Magical Morph
Price 100 gp
Mirrormaze Item 12 Usage etched onto a weapon
Illusion Invested Magical Mental A weapon etched with this rune is covered in spiraling
Price 2,000 gp patterns and unusual markings.
Usage etched onto armor Activate 1-minute envision (polymorph); Target one
Armor etched with this rune is covered with figures weapon you’re holding. Effect The target shrinks down
engaging in a variety of antics. When invested, the to negligible size and bulk, then merges into the rune.
figures subtly shift to resemble the wearer. Only one weapon can be merged into the weapon at a
Activate [two-actions] envision (illusion); Frequency once per time, and activating the rune again restores the item to
day; Duration sustained, up to 1 minute; Effect Three its original size and Bulk in one of your free hands; if you
figures leap from your armor into a space within 30 don’t have a free hand, you Drop it instead.
feet, each an illusory creature that appears exactly as If the merged weapon and the etched weapon are
you do. These figures enthusiastically greet your allies the same kind (melee or ranged), you can activate the
and taunt your foes using physical gestures. They rune using one action as described below. If one is a
can repeat up to three different words or phrases in melee weapon and the other is a ranged weapon, the
your primary language, but otherwise cannot speak etched weapon gains the combination trait (Pathfinder
and aren’t sapient; they are programmed images that Guns & Gears), using the melee weapon as its melee
simply act. Each illusory creature acts when you sustain usage and the ranged weapon as its ranged usage.
this effect, as described by the spell. Activate [one-action] envision (polymorph); Requirements
Activate [reaction]; Trigger An attack is a success against The rune has a weapon of the same kind as the etched
your AC or you fail a Reflex save; Requirement One weapon (melee or ranged) merged into it. Effect
or more figures is within 30 feet of you and is not Choose one of the merged weapon’s traits. If your
targeted by the triggering effect or within its area; next action is to Strike using the etched weapon, it
Effect You swap places with a figure within range, gains the chosen trait for that Strike only, even if its
avoiding the attack and destroying the figure. shape or physics wouldn’t normally allow it.

141
Options Appendix
Class Features, Wizard Spell Schools Nine Tales Display.............................................114
School of the Spellslinger................................. 77 Thundering Ox Display.....................................115
Familiar Abilities Feats, Foxfire Adept Archetype
New Familiar Abilities........................................ 53 Eerie Spellstrike.................................................. 12
Feats, Bard Fox Fireworks....................................................... 12
Bard’s Freestyle................................................... 82 Foxaddle............................................................... 13
Duel with the Dweller in the Deeps................ 76 Foxfire Adept Dedication.................................. 10
Epic Recital........................................................... 75 Foxfire Artillerist................................................. 10
Fire-Eater’s Frigid Fate....................................... 75 Foxfire Avatar...................................................... 13
Grappling the Goldsteel Lion............................ 76 Foxfire Ball........................................................... 12
Litany of the Liar at Liachora............................ 76 Foxfire Breath...................................................... 11
Plot of the Pied Magpie..................................... 76 Foxfire Chrysalis.................................................. 12
The Breaking of Bouldermad........................... 76 Foxfire Combatant.............................................. 12
The Hundred Hazards of Harkelus................... 76 Foxfire Encirclement.......................................... 11
The Liver-Eater’s Last Laugh............................. 77 Foxfire Fireworks Cascade................................ 13
Feats, Cavalier Archetype Foxfire Healing.................................................... 11
Break Their Ranks............................................... 65 Foxfire Prescience.............................................. 13
Charging Feint..................................................... 64 Foxfire Serenity................................................... 12
Crashing Storm.................................................... 64 Foxfire Sight......................................................... 13
Furious Cry........................................................... 64 Foxfire Spellstrike............................................... 11
Rallying Roar........................................................ 65 Foxfire Tail Wreath............................................. 13
Ravaging Rush..................................................... 65 Foxfire Wave........................................................ 12
Seat Shift.............................................................. 64 Kitsunebi............................................................... 12
Shift Strike............................................................ 65 Liming Foxfire...................................................... 12
Steady There........................................................ 64 Mesmerizing Foxfire........................................... 11
Storm of Arrows.................................................. 65 Modular Foxfire................................................... 12
Thunderfoot......................................................... 64 Rampaging Foxfire............................................. 13
Trusted Bond....................................................... 65 Rapid Foxfire Manifestation............................. 13
Veteran Shift........................................................ 65 Spiritual Resuscitation....................................... 13
War Riding............................................................ 64 Spiritual Wellspring............................................ 13
Feats, Diplomat Archetype Star Spinner’s Foxfire......................................... 11
Call a Ceasefire.................................................... 43 Tricky Foxfire....................................................... 11
Diplomat Dedication.......................................... 42 Feats, General (No Skill)
Diplomatic Immunity.......................................... 43 Quick Quaff........................................................119
Diplomatic Request............................................ 42 Sympathetic Quaff...........................................119
Hindering Request.............................................. 43 Feats, Gunslinger
Hobbling Hindrance............................................ 43 Leg ‘Em.................................................................. 28
Hurry Up!.............................................................. 43 Slipshot................................................................. 28
Negotiate Discount............................................ 42 Feats, Harrower Archetype
Talk Some Sense into ‘Em.................................. 43 Along the Harrowed Path................................. 48
Feats, Fighter Ante of Actions.................................................... 49
Leg ‘Em.................................................................. 28 Epiphanic Omen.................................................. 49
Feats, Firework Technician Archetype Flurry of Flushes.................................................. 49
Glittering Serpent Display...............................115 Harrow a Stratagem........................................... 44
Grinning God Display........................................113 Rengo Elementalism.......................................... 49
Hissing Spirits Display......................................113 Stack the Deck..................................................... 48
Howling Wolf Display.......................................114 Toss of Towers..................................................... 48
Lunging Lion Display........................................115 Feats, Kitsune Ancestry
March of Ghosts Display..................................114 Android Athleticism............................................ 78

142
Clever Unarmed Kitsune.......................................8 Vanishing Mirage................................................ 96
Fox Trick...................................................................9 Feats, Monk
Gregarious...............................................................8 Fox Pounce.........................................................109
Hybrid Form............................................................6 Fox Stance..........................................................109
Keen Nose...............................................................7 Feats, Monstromorph Archetype
Killing Stone............................................................9 Battle Monstromorph......................................102
Kitsune Guile...........................................................8 Hulking Monstrosity.........................................103
Kitsune Lore............................................................7 Looming Monstrosity.......................................103
Kitsune Spell Expertise.........................................9 Monstromorph Dedication.............................102
Kitsune Spell Familiarity.......................................7 Monstrous Anatomy.........................................103
Kitsune Spell Mysteries........................................8 Monstrous Maneuver.......................................103
Leaping Pounce......................................................8 Monstrous Mettle.............................................102
Myriad Forms..........................................................7 Monstrous Tactics.............................................102
Quick Shift...............................................................8 Night Stalker......................................................102
Rampaging Form....................................................9 Feats, Pawler Archetype
Restorative Shifter................................................8 EEEEEEEEE!.......................................................... 17
Shapechanging Savage.........................................9 Pawler Ambuscade............................................. 17
Shapechanger’s Intuition.....................................7 Pawler Brutality................................................... 16
Shifting Faces..........................................................8 Pawler Dedication............................................... 16
Skulk.........................................................................8 Pawler Underfoot............................................... 17
Springing Step........................................................7
Star Orb....................................................................7
Startling Shapechange..........................................9
Soulfire.....................................................................9
Tweak Shape...........................................................7
Vulpine Armaments...............................................7
Feats, Koh Mask Master Archetype
Dress Rehearsal.................................................124
Elaborate Rehearsal.........................................125
Enhanced Mask..................................................124
Half-Masked.......................................................124
Koh Ensemble....................................................125
Koh Mask Master Dedication..........................124
Masked Vigor.....................................................124
Original Creation...............................................124
Petrifying Shapesnatch....................................125
Reprise Encore...................................................125
Shapesnatcher...................................................125
Feats, Mirage Weaver Archetype
Combative Mirage............................................... 95
Draconic Mirage.................................................. 96
Elemental Mirage................................................ 96
Expanded Polymorphic Mirage........................ 96
Fey Mirage............................................................ 96
Group Mirage....................................................... 95
Immortal Mirage................................................. 97
Metamorphic Mirage.......................................... 95
Mirage Control.................................................... 95
Mirage Shaper...................................................... 96
Mirage Weaver Dedication................................ 95
Monstrosity Mirage............................................ 96
Perfect Mirage Control...................................... 97
Quasi-Real Mirages............................................. 96
Restorative Mirage............................................. 96
Kitsune Urbanite

143
Rampaging Fox Kaiju.......................................... 17 Shift and Strike.................................................... 82
Sudden Pounce.................................................... 17 Skirmish Performer Dedication........................ 81
Underfoot Flanker.............................................. 17 Slide and Strike.................................................... 82
Vigorous Clamp-Down....................................... 17 Spellcaster’s Freestyle....................................... 82
Yip!......................................................................... 17 Spin and Strike..................................................... 82
Feats, Philosopher Archetype Sweeping Steps................................................... 83
Casual Underpinnings........................................ 71 Vigorous Steps.................................................... 82
Counterpoint....................................................... 71 Feats, Star Spinner Archetype
Dispiriting Truths................................................ 70 Bonded Minds...................................................... 50
Droning Recital.................................................... 70 Communal Keeper.............................................. 55
Enlightening Discussion..................................... 70 Meteor Shower.................................................... 57
More Things in Heaven and Earth.................... 71 Razorb Protrusions............................................. 55
Only Place to Spit................................................ 71 Reinforced Chassis.............................................. 57
Opened Worldview............................................. 70 Shapechanger’s Star........................................... 56
Philosopher Dedication..................................... 69 Shooting Comet.................................................. 55
Shared Revelation............................................... 71 Shooting Star Orbit............................................ 57
Trace Causality..................................................... 70 Speaker for the Stars......................................... 56
Thesis Statement................................................ 71 Spell Battery........................................................ 56
Feats, Ranger Star Orb Champion............................................. 57
Leading Bluff....................................................... 27 Star Spinner Dedication..................................... 53
Leg ‘Em.................................................................. 28 Star Surfer............................................................ 57
Slipshot................................................................. 28 Starspun Shield.................................................... 56
Feats, Rogue Starspun Spellstrike........................................... 56
Slipshot................................................................. 28 Stellar Locus Stance........................................... 57
Feats, Skill Storbage Space.................................................... 55
‘Tis But a Scratch................................................. 35 Superior Storbage............................................... 57
Call a Truce........................................................... 42 Translate Star....................................................... 55
Case the Joint...................................................... 35 Feats, Swashbuckler
Confabulate......................................................... 34 Battledancer’s Freestyle................................... 82
Deck of Darts....................................................... 47 Picaroon................................................................ 27
Discreet Inquiries................................................ 34 Feats, Tailed Scion Archetype
Dispiriting Truths................................................ 70 Advanced Tailed Spellshaper............................ 18
Droning Recital.................................................... 70 Ancestral Scion Magic........................................ 19
Enlightening Discussion..................................... 70 Basic Tailed Spellshaper.................................... 18
Fast Talker............................................................ 41 Bright Grains Genjutsu....................................... 18
Inspire Resolve.................................................... 42 Expert Tailed Spellcasting................................. 19
Inspiring Encouragement.................................. 42 Kitsunetsuki......................................................... 19
Mockingbird’s Impression................................. 35 Legendary Tailed Spellcasting.......................... 19
More Things in Heaven and Earth.................... 71 Master Tailed Spellcasting................................ 19
Morphic Mask....................................................... 35 Polymorph Polymath.......................................... 18
Opened Worldview............................................. 70 Shrouded Shape Change................................... 18
Renowned Alias................................................... 34 Supreme Genjutsu.............................................. 19
Save Face............................................................... 42 Tailed Scion Dedication..................................... 18
Feats, Skirmish Performer Archetype Feats, Thaumaturge
Athlete’s Freestyle.............................................. 82 Roaring Retort..................................................... 28
Bard’s Freestyle................................................... 82 Feats, Vigilante Archetype
Battledancer’s Freestyle................................... 82 Another Face in the Crowd............................... 34
Finale Follow-Up.................................................. 82 Dual Lives.............................................................. 33
Flanking Footwork.............................................. 83 Notorious Fool..................................................... 33
Flexible Freestyle................................................ 83 Slip of the Mask................................................... 33
Greater Groove.................................................... 83 Social Shape......................................................... 33
Hop and Bop........................................................ 81 Feats, Wizard
Shift and Hop....................................................... 81 Arcane Bombardment........................................ 29
Shift and Stride.................................................... 81 Bonded Boomstick............................................. 29

144
Magical Munitions............................................... 29 Epic Recital........................................................... 77
Mystic Reload...................................................... 29 Spells, Foxfire Adept Focus
Way of the Spellslinger...................................... 29 Foxfire Ball........................................................... 14
Heritages, Kitsune Foxfire Breath...................................................... 14
Celestial Envoy Kitsune.........................................5 Foxfire Chrysalis.................................................. 14
Dark Fields Kitsune................................................6 Foxfire Prescience.............................................. 14
Earthly Wilds Kitsune............................................6 Foxfire Serenity................................................... 15
Empty Sky Kitsune.................................................6 Foxfire Sight......................................................... 15
Flickering Spirit Kitsune........................................6 Foxfire Tail Wreath............................................. 15
Fragrant Blossom Kitsune....................................6 Foxfire Wave........................................................ 15
Frozen Winds Kitsune............................................6 Nine Auras Stance............................................... 16
Iridescent Ether Kitsune.......................................6 Spells, Mirage Master Focus......................................
Leaping Willow Kitsune........................................6 Group Mirage....................................................... 97
Scorched Sands Kitsune........................................6 Quasi Mirage........................................................ 97
Items, Fox Brews Weave Mirage...................................................... 97
Azurepaw............................................................128 Spells, Wizard Focus
Babble Barley.....................................................128 Spell Shot.............................................................. 28
Bright Grains......................................................129 Spellslinger’s Scope............................................ 28
Bubbly Booze.....................................................129
Flatstuff..............................................................129
Kyubi Kicker........................................................129
Loose Lip.............................................................130
Mischief Malt.....................................................130
Springbud...........................................................130
Tinglewell...........................................................130
Wilderdrank.......................................................131
Zoomzee.............................................................131
Items, Foxfire Lanterns
Ambient Foxfire Lantern.................................132
Hooded Foxfire Lantern..................................132
Prison Foxfire Lantern.....................................133
Shadow Foxfire Lantern..................................132
Standard Foxfire Lantern................................132
Items, Koh Masks
Koh Mask of Battle Shapes.............................137
Koh Mask of Deific Epithet.............................137
Koh Mask of Enlargement...............................137
Koh Mask of Incarnations................................137
Koh Mask of Mortal Coil..................................138
Koh Mask of Shrinking.....................................138
Koh Mask of the Fox’s Friend..........................138
Koh Mask of the Gilded Sparrow...................138
Koh Mask of the Liver-Eater............................138
Koh Mask of the Rough Beast........................139
Koh Mask of the Suspicious Impostor...........137
Items, Runes
Counterfeit.........................................................140
Inconspicuous....................................................141
Indelible..............................................................141
Mirrormaze.........................................................141
Tailored...............................................................140
Trendy.................................................................140
Tricky...................................................................141
Spells, Bard Focus

145