Arctic Foxkin (3.5e Race)
From D&D Wiki
Winning tricksters and loveable rogues. These are the Foxkin, sometimes called fox spirits by the more spiritually-minded or superstitous, a race with strong ties to the fey. Foxkin draw their life straight from the depths of the world of magic itself, and are infused with great mystical powers as a result. They enjoy the company of others immensely, but they only mate for life with other Foxkin. Being so strongly tied to magic and the sources from which the fey draw their powers, Foxkin are not bound by the same laws that govern many mortals, and age at roughly the same rate as elves, though they can start adventuring at about the same age as humans.
There are two distinct camps in the Foxkin race. The first and most common camp are the playful but not malicious Foxkin, who have a cheery disposition for the most part, are generally calm, rational and quite shrewd, and are given to bouts of manic energy in which they often come up with the most outlandish schemes. Mated pairs of Foxkin usually even each other out, with only one of the pair having a manic episode at a time, with the other acting to keep their mate in check. The second and much rarer variety of Foxkin are the dangerous, crafty sort, who hide their avaricious and deceitful hearts behind the natural charm of their race. Both sorts of Foxkin are amiable and happy to be around others, and most are experts at conversation, especially at the art of entertaining speech without actually sharing any truly valuable information.
Arctic Foxkin are those from the frigid extremes, and are specially adapted for life in those climes. They are much like normal Foxkin, but are noted for being more trustworthy and hospitable, but also much harder to find, being secretive and careful of all their comings and goings. They tend to be less agile than normal Foxkin, and less clever overall, but are also of much sturdier build, able to wear heavy armor without penalty, and being about as large as a human.
Bright-eyed and bushy-tailed, the Foxkin are the very spirit of cunning, and the winning smiles and cheery expressions on their slender-muzzled, pointy-eared faces often hide the very soul of avarice and deceit – or perhaps just a good joke about to be played. Besides their animal-like heads, the Foxkin also have furry bodies with colorations similar to those of normal foxes, and long, bushy tails that are their pride and joy, and always tended with perfect grooming. The best way to tell that something is wrong with a Foxkin is to check and see if their tail isn't being groomed properly. Some breeds of Foxkin (see the Kitsune racial Feat below) are actually known to be able to grow additional tails with the passing of years, adding another one every 100 years of life that passes; and can also freely move between a more humanoid form and the form of a very large and bushy animal like fox. Their eyes are similar to humans in range of coloration, green being the most prevalent, though hazel and blue are very common, and violet occurs occasionally. Foxkin range in height from 5' to 5'10 tall, and have lean builds that range from 90 lbs. to 150 lbs.
Foxkin get along with almost all sentient races, except for the wolfen, who have no patience for the Foxkin, who they regard as small and weak and noisy with all their cheery chatter. This feeling is known by the Foxkin, but is not shared, as the race in general does not dislike anybody, though they are wary of all, since they themselves are expert tricksters and expect counter-tricks. Most others regard Foxkin with the same amusement and guarded wariness that they reserve for traveling entertainers and halfling caravans.
Note: Foxkin, Sirius, and Wolfen can all interbreed, with the offspring taking the racial traits of the mother.
Most Foxkin are Chaotic Good by nature, free-wheeling and fun-loving, but not terribly bound to any hard system of morals. They are fiercely loyal to their friends, however, and feel it almost their duty to cheer others and make the world around them a better place. There is, however, a significant minority of Foxkin who are Neutral or even Chaotic Evil, using their magical skills and significant cunning for their own gain, or simply to amuse themselves.
When they have lands of their own, the Foxkin prefer quiet places that are out of the way enough that they will not be bothered, but close enough to other civilized folk that they can always have or give entertainment when they want it. They adapt well to city life, and blend just as well into the wilderness. Foxkin do not have territories of their own, per se, but it is not uncommon to come upon small areas in the wilderness where a cluster of fox spirits have set up their homes, using their magical abilities and natural cunning to hide themselves when possible and defend themselves when it is not.
More than any other race, the Foxkin recognize the place of luck in their lives, and follow after those deities who are tricksters and rulers over luck and fate, in the hopes of drawing some favor from these deities, or just to emulate their marvelous feats. Garl Glittergold is as attractive as Olidamara or Tymora to the Foxkin, so long as they can catch Luck when she is in a good mood.
Foxkin speak Common and Sylvan as their starting languages, and can select bonus languages from Avian, Draconic, Dwarven, Elven, Feline, Giant, Gnome, Halfling, Orc, Squeak Speak, and Wolfen.
Foxkin have more than one name, changing them to suit their present needs. They have common use names, which are the ones by which they are called in daily polite conversation, and these are taken from the names of the races nearest to them, usually humans, though they prefer uncommon names, or common ones that have had some minor variations to make them unique. Male use names include Algernon, Kip, Reynard and Thoma, while female use names include Ariel, Brandy, Hepsiba and Wynona. The second layer of names are the nicknames and show names that Foxkin pick up, such as Chickenbone, Fan-Dazzler, Flametail and Rat-Catcher, and these names are the ones by which they are known when they are on the road and putting themselves up to be more than what they are, as a way of building confidence as well as inspiring mystique in others. Finally, the last layer of names that Foxkin have transcend language, being the primal names that they had before they appeared among the mortal races, consisting more of scent and mannerisms than of anything that can be transmitted by the written or spoken word. This name is known only to a very few, including the life mate of a Foxkin and his or her parents and siblings, and usually no others, for by it a Foxkin can always be detected, no matter what their assumed form.
- +2 Charisma, -2 Strength
- Monstrous Humanoid
- Arctic Foxkin base land speed is 30 feet
- Low-light vision
- Keen Scent: can take Scent as a racial Feat if Wisdom is 11 or higher.
- +2 on Hide, Move Silently, and Escape Artist checks, +4 when in snowy terrain.
- +4 on Fortitude saves versus cold weather effects.
- Terrain Adaptaion: Can move without penalty on snow and ice.
- Longevity: Foxkin reach maturity at the same age as humans, but have a maximum age like those of elves.
- Automatic Languages: Common, Sylvan. Bonus Languages: Avian, Draconic, Dwarven, Elven, Feline, Giant, Gnome, Halfling, Orc, Squeak Speak, and Wolfen.
- Favored Class: Sorcerer or Ranger.
- Level Adjustment: 0
|Middle Age1||Old2||Venerable3||Maximum Age|
|60 years||150 years||350 years||800 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||5' 0"||+2d6||95 lb.||× (1d6) lb.|
|Female||4' 0"||+2d6||90 lb.||× (1d6) lb.|