About Yorikata - fox
Yorikata's mother is a kitsune, who hid her origin, her father is a human. Her father didn't know about his wife not being human. And her mother instructed her to never be seen as kitsune, to be a good human girl. But Yorikata was a bold outgoing girl who liked to stick her nose in things that were not her business. But her mother reigned that in as it started to draw too much attention to their family when the girl grew up.
Born with the ability to take on the form of an ordinary fox, and not allowed to be seen as kitsune she always wondered what she is. A human, or a fox. But with her mother forbidding what she liked most, being a fox gave her the ability to get away unnoticed and listen in on conversations not meant for her ears. And as not even her mother had an idea about that, her cover was never blown.
Her mother was not that lucky. One day disaster struck, in form of a drunken man, who knew her as a kitsune. He spilled out what she was to everyone who wanted to listen, and soon a mob formed and dragged her in front of the town elders. It was a drama that tore apart Yorikata's family as well as the village. Her mother insisted being a human and nothing else, but she wasn't the best liar under that pressure. Her father couldn't stand that she deceived him all those years and even now wasn't willing t come clean. He left the gathering. Some of the towns citizens defended her, some others wanted to burn her as a witch. The meeting ended without a conclusion, the elders decided to simply call it off as not their business.
Her mother ran off to find Yorikata, but as she couldn't find her, she fled town without her daughter. Her father looked for her too. But Yorikata decided that evening, that she'd be a fox. She wanted no part with them any more. Neither that kitsune woman, who was ashamed of her own heritage. Nor that man who didn't fight for his wife and family. And not that humans who are stupid, superstitious and afraid of everything they don't know to the point where they would kill someone for being different. She put what she could carry as a fox in a bag and ran into the woods.
Yorikata found that the life as a fox is a hard one if you have no home to return to for food and shelter. It wasn't hard to catch some rodents. But raw mice are not that tasty. And getting soaking wet in the rain and cold is and experience she could have lived without. Roaming through the woods on such a rainy day, she found a strange sight. A pine whose dense branches are woven into each other as to form a shelter. Coming closer to explore what that was Yorikata found it impassable like a wooden wall. On her third time searching around she found a gap just large enough for her to squeeze through. Inside it was like a different world. It was dry for one, and the branches of the pine formed the interior to have something like a table, a bench, or was it a bed, some shelves and other shapes whose purpose she didn't recognize. It was simple, but with the interior, the dishes, the books, blankets and such it was clear someone lived here. But as she saw no one around she hid under the bench, thankful for the dry place in that weather.
Some time later, Yorikata woke up to the noise of someone coming in. She must have had fallen asleep, but now it was too late to run, as there were feet between her and the small hole she had squeezed through on her way in. She hoped she wouldn't be found, but the smell of wet fox betrayed her. As the person looked under the bench and their eyes met though, it was as if time stopped. Like something greater took over and flooded Yorikata's mind with thoughts too big for her little brain. And the person, an elven woman who has seen many years come and go, staring at these thoughts, through Yorikata's eyes, fascinated by them.
Yorikata had no clue what it was, the elven woman saw through her. But it seemed important to her, as she was nice and offered food and shelter instead of chasing her out, or worse, as Yorikata had expected. And she was an elf, not a human - a big relief for Yorikata. The two shared this experience every morning from this day on, and shared the shelter and food too. This could have been the 'and they lived happily ever after' for Yorikata, if it were not for the orcs and giants. They were a constant threat in these lands, but it got more often and more violent lately and they came through near the shelter. Finally, a group of dirty smelly giants came to raid the place. The elven woman had to flee, together with Yorikata. The shelter - carefully grown over the years was put to the axe and burned by these uncivilized creatures.
Yorikata and the elven woman moved to Trunau, that safe harbour in a sea of hostile creatures. Not the first choice, neither for the elven woman, nor for Yorikata, but it was safe for now. With other people around Yorikata heard the name of the elven woman for the first time: Lanneth.
Female Medium humanoid (kitsune, shapechanger)
Init +4, Senses low-light vision; Perception +8
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 44 (8 + 4*5 + 5*3 +1FCB)
Fort +3, Ref +8, Will +2, +2 trait bonus vs. charm and compulsion effects.
Speed 30 ft.
Str 10, Dex 18, Con 16[ooc(+1 at 4th)[/ooc], Int 12, Wis 12, Cha 14,
Init +6, Senses low-light vision, scent; Perception +8
AC 22, touch 18, flat-footed 16 (+2 armor, +6 Dex, +1 Nat(fox shape), +1Nat(familiar), +2 Size)
hp 36 (see above)
Fort +3, Ref +10, Will +2, +2 trait bonus vs. charm and compulsion effects.
Speed 30 ft.
Str 8, Dex 22, Con 16, Int 12, Wis 12, Cha 14,
Skills Human/Kitsune (Yorikata):
(9+2BG per lvl + 4FCB)
18(5) Acrobatics (Dex* C) (+2 racial, +4 belt)
1 (0) Appraise (Int C)
6 (1) Bluff (Cha C)
4 (1) Climb (Str* C)
1 (0) Craft(Painting) (Int C)
10 (5) Diplomacy (Cha C)
14(5) Disable Device (Dex* C) (+2 mwk tools)
6 (1) Disguise (Cha C)
10(3) Escape Artist (Dex* C)
4 (0) Fly (Dex*)
- (0) Handle Animal (Cha)
1 (0) Heal (Wis)
6 (1) Intimidate (Cha C)
- (0) Knowledge (Arcana) (Int)
2 (1) Knowledge (Dungeoneering) (Int)
- (0) Knowledge (Engineering) (Int)
2 (1) Knowledge (Geography) (Int)
2 (1) Knowledge (History) (Int)
7 (3) Knowledge (Local) (Int C)
5 (1) Knowledge (Nature) (Int C)
- (0) Knowledge (Nobility) (Int C)
- (0) Knowledge (Planes) (Int)
5 (1) Knowledge (Religion) (Int)
5 (1) Linguistics (Int C) (BG)
9 (5) Perception (Wis C) Rogue's Edge
6 (1) Perform (Sing) (Cha C)
- (0) Profession (Wis C)
6 (2) Profession (Cook) (Wis C)
8 (1) Ride (Dex*)
5 (1) Sense Motive (Wis C)
10(3) Sleight of Hand (Dex* C) (BG)
- (0) Spellcraft (Int)
12(5) Stealth (Dex* C)
1 (0) Survival (Wis)
8 (5) Swim (Str* C)
10(5) Use Magic Device (Cha C)
Skills Fox (Kuma):
20(5) Acrobatics (Dex* C) (+2 racial, +4 belt)
1 (0) Appraise (Int C)
3 (1) Climb (Str* C)
6 (1) Disguise (Cha C)
10(1) Escape Artist (Dex* C)
6 (0) Fly (Dex*)
9 (5) Perception (Wis C)
5 (1) Sense Motive (Wis C)
19(4) Stealth (Dex* C) (+8 for tiny)
1 (0) Survival (Wis)
5 (0) Survival (tracking by scent) (Wis) (+4 fox bonus)
7 (5) Swim (Str* C)
Rogue Talents Witch Hex (Evil Eye), Heal
Languages Common, Elven, Sylvan, Orc
The fire-blackened blade of this hopeknife bears the inscription “my love” in stark silver and glows with light equivalent to a light spell when drawn. Brinya’s Love is a +1 dagger infused with the soul of the fallen hero Rodrik Grath and the tears of his fiancee Brinya Kelver. Once per day on command, the wielder can grant the weapon the ghost touch weapon special ability for 1 minute. During this time, Brinya’s Love sheds light equivalent to a daylight spell and the wielder gains a +3 sacred bonus to his CMD against disarm and sunder attempts directed at the hopeknife.
Agile (Ex) Kitsunes get a +2 racial bonus on Acrobatics checks.
Background Skill (Linguistics, Sleight of Hand(2), Perform(Sing))
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. You gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.
Change Shape (Su) Kitsune can assume the appearance of a specific single human form of the same sex.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Kitsune Magic (Ex) Kitsune add +1 to the DC of any enchantment spells they cast.
Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Natural Weapons (Ex) Kitsune have a bite attack in their natural form.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Wild Empathy (Ex) A sylvan trickster can improve an animal’s attitude. This ability functions as the druid ability of the same name, using the sylvan trickster’s rogue level as her effective druid level.
Fey Tricks: A sylvan trickster can select a witch hexAPG in place of a rogue talent. At 10th level, the sylvan trickster can select a hex or major hex in place of a rogue talent. At 18th level, a sylvan trickster can select a hex, major hex, or grand hex in place of a rogue talent. She cannot select any hex more than once.
Evasion (Ex) At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Improved Evasion (Ex) (only in fox shape) This works like evasion, except while the rogue still takes no damage on a successful Reflex saving throw against an attack, she also takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Uncanny Dodge (Ex) At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.