Saw there is another Kitsune with social skills but this is what I came up with.
Background:
I wouldn't want a creature like that living next to me. How can you trust some thing with two faces? We are each given one soul, so how can it have two forms? Its closer to an animal than any type of person.
First the insults. Rarely to your face, but sure to be in earshot.
Next is the othering. You notice you and your family aren't getting invited out. Your accomplishments aren't talked about at church like the other families. Is the grocer charging you more than last week? Again?
Third is threats. Marks drawn on your door or fence. Anonymous letters left for you. You are not our type of people. Perhaps you would be more comfortable in your own community.
Last is the physical violence.
Tih remembers mama and papa's resilience. They thought the town would grow used to them. Retreating to the woods or to another town would only prove the townsfolk right. They paid their taxes, they went to church, they rarely used their fox forms. Why upset people when they were just as comfortable looking human. Right?
It was over before Tih got out of bed. The crowd had burst through their front door, flogged mama and papa, and dragged them into the street. The nooses were already tied. Tih didn't watch. Just stole what she could from the village storehouse and ran.
Over the last 10 years, Tih has become the bogeyman of the woods around her former village. She lures victims into the woods with magic and honeyed words and then kills and raises her victims as undead. Recently a witch hunter was dispatched to deal with Tih, and attempting to hem her in with a fire, he burned down a large chunk of woods and her former village. Not yet satisfied with her vengeance, Tih has left the charred remains of her life to seek new opportunities.
Stat Block:
Tih
Kitsune Mesmerist (Spirit Walker)
NE Medium humanoid
Init +3; Senses Perception +9
Defense
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 51 (6d8)
Fort +5, Ref +9, Will +11
Offense
Speed 30 ft.
Mesmerist Spells Known (CL 6th; concentration +11)
2nd (4/day) - alter self, hold person (DC 20), mirror image, mortal terror (DC 20)
1st (6/day) - charm person (DC 19), disguise self, ill omen (DC 19), obscuring mist
0th (at will) - dancing lights, detect magic, ghost sound (DC 15), mage hand, message, prestidigitation
Came up with a character. Still need to finish equipment and give it another look to confirm everything.
Background:
Mansoor Farazm Yousef Tarabin comes from a nomadic desert tribe. He was exiled after falling in love with a betrothed woman and refusing to recant his feelings. The final straw for his tribe was Mansoor performing a salacious poem in front of the woman, her family, and her fiance.
Mansoor is seeking glory and riches in the Half-Dead City to both prove himself worthy of her love and rub his tribe's noses in his success.
Statistics:
Mansoor Farazm Yousef Tarabin
Human Ranger (Skirmisher)
CG Medium humanoid
Init +1; Senses Perception +2
Defense
AC 18, touch 11, flat-footed 17 (+6 armor, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +2
Offense
Speed 30 ft.
Melee scimitar +6 (1d6+4/18-20), light spiked shield (1d4+4)
Special Attacks favored enemy (undead +2)
Statistics
Str 18, Dex 12, Con 14, Int 8, Wis 14, Cha 11
Base Atk +1; CMB +5; CMD 16
Traits Genie Blood (race), Devotee of the Gods (campaign), Desert Child (regional)
Feats Shield Focus, Powerful Maneuvers
Background Skills Knowledge (geography) +3, Handle Animal +4
Skills Climb +3, Knowledge (nature) +3, Knowledge (religion) +4, Perception +6, Ride +0, Survival +6
Languages Common
Gear scimitar, light spiked shield, chainmail, ranger's kit, hot weather outfit
The character writeups and art for your games are so cool. Need to brush up on my cant if I get into one. Although maybe not this gang - they seem like they all own dictionaries.