TEXT:  
   
   
   
  PRODUCT NO. AR819 
  FOLLOW US ON      FACEBOOK,       TUMBLR, AND       TWITTER! 
  E-MAIL US AT: CUSTOMERSERVICE@ABANDONEDARTS.COM 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ABANDONED ARTS©
   PRESENTS: 
   
  NEW RACIAL OPTIONS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  RACIAL FEATS AND RACIAL CHARACTER TRAITS 
   
   
   
   
   
   
   
  Several new feats are featured below for members of the kitsune race. These feats list the race in their 
  prerequisites, prohibiting other races from taking them. Also presented below are a number of racial 
  character traits, first introduced in the Pathfinder® Roleplaying Game: Advanced Player’s Guide. ™ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  KITSUNE FEATS 
   
  KITSUNE CHAKRA 
  You can channel your ki to produce spell-like abilities. 
  PREREQUISITES: Magical Tail or any racial spell-like ability, ki 
  pool, kitsune 
  BENEFIT: You can spend points from your ki pool in order to 
  use any spell-like ability granted to you by a racial trait or the 
  Magical Tail feat without expending one of your daily uses of 
  that ability. Doing so requires that you expend a number of 
  points from your ki pool equal to the spell level of the spell-
  like ability produced. If you possess a spell-like ability with a 
  spell level of 0, this Kitsune Chakra allows you to use that 
  spell-like ability at will as long as you have at least one point in 
  your ki pool. 
   
  KITSUNE CHARACTER TRAITS 
   
  INSIDER PSYCHOLOGY 
  You know exactly what humans like to hear. 
  BENEFIT: You gain a +2 trait bonus on Bluff skill checks made to 
  deceive humans with your words, and Bluff is always a class 
  skill for you. This trait’s benefit does not apply when feinting 
  or conveying secret messages. 
   
   
   
   
  SHAPECHANGER’S REVEAL 
  You can shock others by dramatically revealing yourself. 
  PREREQUISITES: Int 13, Combat Expertise, Dazzling Display, 
  Improved Feint, shapechanger subtype, base attack bonus +6 
  BENEFIT: If you begin the turn in a form other than your true 
  form, you may forgo the first attack of a full attack action to 
  change into your true form instead of attacking. If you do, you 
  make both a Bluff check to feint all opponents within your 
  reach and an Intimidate check to demoralize all opponents 
  within 30 feet of you that are able to see your transformation. 
  Creatures aware of your shapechanging ability gain a +4 bonus 
  on their opposed Sense Motive skill check, and the DC of your 
  Intimidate check is increased by +4 against such creatures. 
   
   
   
  ORDINARY FORMS 
  There’s nothing remarkable about either of your forms. 
  BENEFIT: When making a Stealth check to hide in a crowd, you 
  may attempt a DC 10 Sense Motive check to gauge the crowd’s 
  attitude. Success grants you a +2 trait bonus on your check, as 
  though the crowd had used an aid another action to assist you. 
   
   
   
  ALTERNATE RACIAL TRAITS 
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Race Guide ™, alternate racial rules allow 
  you to exchange standard racial traits for new ones, such as those presented below. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BLAZING SPIRIT:  Some kitsune manifest their inner power in 
  fiery form, granting them a degree of control over flames. A 
  kitsune with this racial trait can use produce flames as a spell-
  like ability a number of times per day equal to her Hit Die plus 
  her Charisma modifier. 
     This racial trait replaces the kitsune magic trait. 
   
  GIFT OF TONGUES:  Many kitsune have a gift for languages. A 
  kitsune with this racial trait receives a +1 racial bonus on Bluff 
  and Diplomacy skill checks. In addition, the kitsune learns one 
  additional language each time that she invests a rank into the 
  Linguistics skill. 
     This racial trait replaces the agile trait. 
   
  GRACEFUL ATTACKS:  A kitsune with this trait relies on his 
  grace, not his jaws, gaining Weapon Finesse as a bonus feat. 
     This racial trait replaces the natural weapons trait. 
  KI POOL:  Kitsune are naturally attuned to their life energy, or 
  ki. A kitsune with this racial trait possesses a ki pool with a 
  number of ki points equal to 1 + 1 additional point for every 4 
  character levels that the kitsune possesses. This ability functions 
  like the monk class feature, except that the kitsune may only 
  spend ki in the following way: by spending 1 point from her ki 
  pool as an immediate action, the kitsune gains DR 5/cold iron 
  until the end of its turn. 
     If the kitsune gains the ki pool class feature from another 
  source, she adds this ki pool to that ki pool when determining 
  the number of ki points she possesses. She may spend these 
  points on class abilities or on racial abilities. In addition, the 
  kitsune may use her Charisma modifier in place of the usual 
  ability score modifier to determine the number of points in 
  her ki pool. 
     This racial trait replaces the kitsune magic trait. 
  
  3 
   
  RACIAL ARCHETYPES 
   
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, archetypes are variant 
  sets of class abilities which modify their corresponding base classes via the use of alternate class 
  features. When a character selects a class, he must normally choose to use the standard class features 
  found in the class's original source – the exception is if he chooses to adopt an archetype. Each alternate 
  class feature presented in an archetype replaces a specific class feature from its parent class. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE WHITE-FURRED ORACLE  (KITSUNE ORACLE ARCHETYPE) 
   
  Whether endowed by the very gods the kitsune worship or by some other strange, supernatural presence, white-furred kitsune 
  nearly always walk the path of the oracle, using their mystic heritage to focus and augment their powers. 
   
  A white-furred oracle has the following class features. 
   
  Nine Mysteries (Su): At the indicated levels, a white-furred oracle may select either her mystery’s bonus spell or one of the 
  following spells: charm person (2nd), invisibility (4th), suggestion (6th), confusion (8th), dominate person (10th), mislead (12th), 
  simulacrum (14th), frightful aspect (16th; see the Pathfinder® Roleplaying Game: Ultimate Combat sourcebook), overwhelming 
  presence (18th; see the Pathfinder® Roleplaying Game: Ultimate Magic sourcebook). Whenever the oracle could swap an 
  existing spell known for a new one, she may instead swap a mystery spell for one of the above-listed spells and vice versa, 
  following the normal limitations for swapping spells. 
     This ability alters the oracle’s bonus spells. 
   
  Mystic Kama (Su): A white-furred oracle is mystically tied to a grape-sized jewel called a “star gem;” her magical powers stem 
  from this source. When she is not holding her star gem, the oracle must attempt a concentration check whenever she casts a 
  spell or uses a spell-like or supernatural ability (supernatural abilities have an spell level equal to half the white-furred oracle’s 
  level for the purposes of determining the concentration DC). On a failed concentration check, the spell or ability fails to function 
  and is wasted. Like a wizard’s arcane bond, the star gem can be used once per day to cast any one spell that the oracle knows 
  and is capable of casting. Treat the gem as an arcane bond when determining how it may be replaced if it is lost or destroyed. 
     In addition, the oracle treats all canine creatures as though they had the frightful presence ability as it applies to her.  
     This ability replaces the oracle’s curse. 
   
  Ki Pool (Su): At 3rd level, a white-furred oracle gains a pool of ki points, supernatural energy she can use to accomplish amazing 
  feats. The number of points in the oracle’s ki pool is equal to one-half her oracle level + her Charisma modifier. As long as she 
  has at least 1 point in her ki pool, she reduces the DC of any concentration checks made to cast defensively by –5. At 10th level, 
  she can increase the casting time of a spell with a casting time of one standard action or less to a full-round action in order to 
  incur no risk of losing an oracle spell on a failed concentration check (she cannot apply metamagic feats to this spell). 
     By spending 1 point from her ki pool, a white-furred oracle can increase the DC of any oracle spell she casts by +1. In addition, 
  she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a white-furred oracle can cast one of her mystery’s 
  spells or nine mystery spells as a full-round action without expending a spell slot by spending a number of ki points equal to the 
  spell’s level. A white-furred oracle cannot apply metamagic feats to this spell. Using any of these abilities is a swift action. 
     The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the 
  white-furred oracle possesses levels in another class that grants access to a ki pool, oracle levels stack with the levels of that 
  class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. 
  The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The white-
  furred oracle may then use ki points from this pool to power the abilities of every class she possesses that grants a ki pool. 
     This ability replaces the revelation gained at 3rd level. 
   
  Ki Talents (Su): At 5th level, a white-furred oracle may select a rogue talent or ninja trick that lists a ki pool requirement, or any 
  combat feat that requires a ki pool, in place of a revelation, using her oracle level as her ninja level, monk level, or rogue level. 
  She must meet all other prerequisites that the feat or ability lists. At 15th level, she may select advanced talents or master 
  tricks that require a ki pool in place of a revelation. 
   
  Ascended Revelation (Su): At 20th level, a white-furred oracle becomes a native outsider. She loses the kitsune subtype, but is 
  still a shapechanger. In addition, each day when the white-furred oracle regains her spell slots, she may select whether she 
  knows a mystery spell or one of her nine mysteries for each of her spell levels; once this choice is made, it cannot be changed 
  until the white-furred oracle rests and regains her spell slots once more. 
     This ability replaces the oracle’s final revelation. 
  
  4 
   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)"Derivative Material" means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) "Product Identity" means product and product line 
  names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor 
  (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) 
  "You" or "Your" means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described 
  by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of 
  Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Amazing Races: Kitsune © 2013, Daron Woodson; Author: Alexander Augunas, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
   
   
  CREDITS 
   
  Authored by Alexander Augunas. Editing by Daron Woodson. 
   
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Learn more about the Pathfinder Roleplaying Game at www.paizo.com. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Amazing Races/Amazing Races - Kitsune!.pdf