Foxin (3.5e Race)
From D&D Wiki
Fun loving rogues, Foxin are the descendants of the original trickster, the fox. It is said that the origin Foxin was a fox who chose to walk on his hind legs. As generations passed they lost their fur and became more man than animal in appearance, but they retained the ability to walk on all fours as a fox. As much as they appear to be humaniod they have kept the heart and spirit of a fox.
The Foxin are tricksters pure and simple. They are fun loving and always enjoy a good joke. They are always happy no matter how terrible the situation, and usually try their best to make those around them happy as well. A rare few Foxin are dangerous and hide their avaricious and Deceitful hearts behind the natural charm of their race. All Foxin are amiable and love to be around others, and most are experts at conversation, especially at the art of entertaining speech without actually sharing any truly valuable information.
Foxin look much like elves in stature except for their ears which are furred and shaped like that of a fox, and their long, plush, fox tail. They stand about 4 1/2 to 5 1/2 feet tall and typically weigh 95 to 135 pounds, with no difference between men and women. Their coloring differs based on where they are from and what kind of fox they are descendant from. Fennec Foxin or Foxin from the deserts are very tan, with brown or blond hair, and brown eyes. A Forest Foxin has slightly tanned skin, grey, black, or brown hair, and green or brown eyes. A Grassland Foxin will have tan skin, red or brown hair, and blue or green eyes. An Arctic Foxin always has white hair, very pale almost white skin, and icy blue eyes. Very rarely a Foxin of any type will have red or violet eyes, and these Foxin are said to be direct descendants of the original Foxin. Foxin do not live for very long. They reach adulthood at age 16 and can live to be around 65 years. Foxin dress in light comfortable clothes, but love jewelry of all types. Their faces are slightly rounder than that of an elf, and they usually resemble children.
Foxin get along with almost all sentient races. Even the races that dislike them for their trickery and jokes, love them for their wild outlandish tales. Foxin in general do not dislike anybody, though they are wary of all, since they themselves are expert tricksters and expect counter-tricks. Most regard Foxin with the same amusement and guarded wariness that they reserve for traveling entertainers.
Foxin are always Chaotic whether good or bad. Their society lacks the laws it takes for them to be lawful, and none of them are bound to any hard system of morals. They are fiercely loyal to those they consider friends, however, and feel it is almost their duty to cheer others. Most Foxin are good, few are neutral, and even fewer are evil.
Foxin rarely have lands of their own and most tend to be nomadic by nature, though they mostly only travel in environments they are used to. A Fennec Foxin will stay in desert areas, a Forest Foxin will stay close to the forests, a Grassland Foxin will stay around low plains and grasslands, and Arctic Foxin prefer colder climates. While some travel out of their natural environments for adventures, this happens very rarely and those who do often get lost in environments they are not used to traveling in.
Foxin revere luck, trickery, and nature, and while they are usually not very religious, most will follow Ehlonna (goddess of woodlans), Obad-Hai (god of nature), or Olidammara (god of rogues).
Foxin speak the language of the fox, which isn't a spoken language, but a language of body movements and animal sounds. Foxin also get common as an automatic language, and because of their talkative nature they get 2 extra bonus languages.
Foxin have four names: their child names which is the name their parents gave them but they don't use pass adulthood, the name they choose for themselves at adulthood, a show name which they earn for themselves, and a family name. Child male names: Kip, Kid, Kit, Pup Child female names: Kitten, Flower, Sunshine Adult Male names: Shadow, Cloud, Storm, Snow Adult female names: Freya, Shea, Ariel, Winter Show names: Fan-Dazzler, Flametail, Rat-Catcher Family names: Algernon, Reynard, Hepsiba
- -2 Strength, +6 Dexterity, +2 Charisma -2 Constitution.
- Medium size
- Foxin base land speed is 30 feet: They may also burrow 5 ft.
- Low-light vision
- Natural Weapons: When in humanoid form a Foxin's claws and canines are small and are not big enough to do any real damage. In fox form their claws and teeth are a medium size dealing 1d4 with their claws and 1d6 with their bite.
- Fox Form: A Foxin can assume the shape of a Medium sized fox. The change cannot be dispelled and they stay in the shape they are in if they die. When changing shape all clothes and equipment fall off but are not harmed.
- Terrain Adaptation: A forest Foxin can travel without penalty in the rough terrain of the forest. A Fennec Foxin can travel without penalty in soft sand, and an Arctic Foxin can travel without penalty on snow or ice. They also get a +4 bonus on Hide, and Move Silently checks made in their natural environment.
- Fennec Foxin get a +4 bonus on Fort. saves against hot weather effects, and an Arctic Foxin gets a +4 bonus on fort saves against cold weather effects.
- +2 racial bonus on Bluff, Diplomacy, and Move Silently checks.
- +2 racial bonus on Spot and Listen checks
- Foxin get 2 extra bonus languages.
- Automatic Languages: Common, Fox. Bonus Languages: Any.
- Favored Class: Bard
- Level Adjustment: +2
|Middle Age1||Old2||Venerable3||Maximum Age|
|30 years||40 years||50 years||+3d10 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4' 4"||+2d6||90 lb.||+5d10 lb.|
|Female||4' 4"||+2d6||90 lb.||+5d10 lb.|