The world of Undista
The shapeshifting kitsune are known for being wily but noble, and their kind can be encountered both in settlements of their own and within mixed-race societies. Kitsune possess two forms—that of a human, which they adopt in places where their kind are misunderstood, and their true form as a humanoid fox. In both forms, kitsune possess vibrant eyes of golden, amber, or sapphire hues.
Despite their irrepressible penchant for good-natured mischief, kitsune prize both loyalty and goodness, and make true companions. They delight in storytelling as well as the arts, and practice crafting lies by weaving tall tales and falsehoods into otherwise true accounts told to friends and strangers alike.
In human and mixed-race societies, kitsune spend most of their time in human form to avoid conflict with those ignorant of their kind, as folktales often portray them simply as troublesome pranksters. While this perception may be understandably deserved, it is not entirely accurate, as kitsune also possess worthwhile skills and steadfast devotion to causes they believe in. They get along best with elves and samsarans, whose whimsical natures often coincide with their own levity.
Charming and nimble, kitsune make excellent bards and rogues when they choose to pursue adventuring, though just as many adopt other occupations in alignment with their long-term goals.
Kitsune Racial Traits
All kitsune are humanoids with the kitsune and shapechanger subtypes. They have the following racial traits.
+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.
Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kitsune have a base speed of 30 feet.
Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.
Change Shape (Su): A kitsune can assume the appearance of a single human form of the same sex— this form is static, and cannot be changed each time the kitsune assumes this form. A kitsune in human form cannot make its bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing from human to kitsune shape is a standard action. This ability otherwise functions as alter self, save that the kitsune does not adjust its ability scores.
Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.
Kitsune Feats: At higher levels, kitsune can select special feats to grant them additional powers. These feats can be found on the bonus kitsune feats sidebar.
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast.
Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
Natural Weapon (Ex_): A kitsune has a bite attack in its natural form. This bite deals a base of 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the kitsune wields a manufactured weapon.
Languages: Kitsune begin play speaking Imperial and Senzar. Kitsune with high Intelligence scores can choose bonus languages from the following: Common, Aklo, Celestial, Elven, Gnome, Nagaji, Samsaran, Sylvan, Tengu, and Wayang.
The nagaji are a race of ophidian humanoids with scaly skin that mimics the colors and patterns of snakes.
While their physical forms most resemble those of stout humans, nagaji possess distinctly serpentine features, such as forked tongues and flat nostrils and ears. The origins of nagaji are often attributed to the nagas who inhabit Nagajor, and it is widely believed that nagas created them as a servitor race through crossbreeding, magic, or some other means. Although many outsiders think of the nagaji as little more than servants to nagas, they in fact have a remarkable amount of free will, and simply possess a drive to prove themselves as worthy to their naga masters, though just as many seek to prove themselves outside this racial obligation. Thus, many nagaji take to adventuring as both a source of income for their tribe and a way to test their mettle against the harsh and foreign elements outside their homeland.
All nagaji can trace their ancestry to Nagajor, their indomitable jungle homeland. They rarely form societies of their own outside the boundaries of the ruling naga class, but are nonetheless free to leave Nagajor if they wish to pursue their own goals, a fate which many choose in their pursuit to test their own strength.
Nagaji Racial Traits
All nagaji are humanoids with the reptilian subtype. They have the following racial traits.
+2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits.
Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Nagaji have a base speed of 30 feet.
Low-Light Vision (Ex): Nagaji can see twice as far as humans in conditions of dim light.
Armored Scales (Ex): Nagaji have a +1 natural armor bonus from their scaly flesh.
Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent’s Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
Languages: Nagaji begin play speaking Nagaji and Imperial. Nagaji with high Intelligence scores can choose bonus languages from the following: Common, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, Samsaran, Senzar, Sylvan, Tengu, and Wayang.
Samsarans are a race of quasi-immortal humanoids bound simultaneously to the material world and the realm of spirits. Almost ghostlike in appearance, samsarans have dark hair, white eyes that lack both pupil and iris, and pale blue skin, beneath which flows their crystal-clear blood.
A samsaran is aware of her previous lives through incomplete memories and dreamy recollections, and she knows that she will continue to live after death through reincarnation. Samsaran philosophy teaches that each life is but one incarnation of the many it will go through in its spiritual journey toward transcendence.
Samsarans give birth to human children, whom they usually give to human societies to raise in a fashion befitting a human. Upon death, some of these children reincarnate as samsarans, but only if they have lived a life in keeping with harmony. Samsarans usually reincarnate as samsarans upon death, but one who has either fallen completely out of harmony in her latest life or who has lived in the most harmonious way possible instead faces a different fate, as her soul makes its way to the Great Beyond for its final punishment or reward.
In pursuit of spiritual perfection, samsarans generally live simple, ascetic lives apart from most other societies, though many choose to experience the richness of the world, and take to adventuring to deepen their understanding of life.
Samsaran Racial Traits
All samsarans are humanoids with the samsaran subtype. They have the following racial traits.
+2 Intelligence, +2 Wisdom, –2 Constitution: Samsarans are insightful and strong-minded, but their bodies are frail.
Medium: Samsarans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Samsarans have a base speed of 30 feet.
Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light.
Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran’s level.
Shards of the Past (Ex): A samsaran’s past lives grant her bonuses on two particular Knowledge skills. A samsaran chooses two Knowledge skills—she gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of the class she actually takes.
Languages: Samsarans begin play speaking Samsaran and Imperial. Samsarans with high Intelligence scores can choose bonus languages from the following: Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Nagaji, Senzar, Tengu, Terran, and Wayang.
Tengus are a race of wingless avian humanoids with humanoid hands, clawed feet, and a beak that resembles that of a crow or raven. Matching the colors of these birds, most tengus’ feathers are jet black; however, a few possess brown or blue-black coloration instead.
Ranging throughout almost all of the Dragon Empires, tengus have long suffered the scorn and abuse of the ruling humans, treated as a lesser race and relegated to the underclass. The recent fall of Lung Wa has allowed tengus to break free from the tyranny of other races, and the tengu nation of Kwanlai is testament to this achievement. Nonetheless, centuries of poverty and strife have made many tengus covetous of the wealth of other races, and tengus’ reputation for thievery, deceit, and secrecy often precedes them wherever they go. While some tengus seek to dismantle such unfair stereotypes, others fit the bill by choice, thinking they may as well commit the crimes they are already so often accused of.
Tengus possess a rich culture that combines aspects from the numerous societies their people have been a part of, though they are loath to share the more unique parts of their own culture with outsiders, as they are largely distrustful and scornful of others.
Tengu Racial Traits
All tengus are humanoids with the tengu subtype. Theyhave the following racial traits.
+2 Dexterity, +2 Wisdom, –2 Constitution: Tengus are fast and observant, but relatively fragile and delicate.
Medium: Tengus are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Tengus have a base speed of 30 feet.
Low-Light Vision (Ex): Tengus can see twice as far as humans in conditions of dim light.
Sneaky (Ex): Tengus gain a +2 racial bonus on Perception and Stealth.
Gifted Linguist (Ex): Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics instead of just a single language.
Swordtrained (Ex): Tengus are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons.
Natural Weapon (Ex): Tengus possess a bite attack that deals 1d3 points of damage on a hit. This is a primary attack, or a secondary attack if the tengu wields a manufactured weapon.
Languages: Tengus begin play speaking Tengu and Imperial. Tengus with high Intelligence scores can choose any language as a bonus language.
Wayangs are a race of mystical, miniature humanoids that can trace their ancestry to the Plane of Shadow. When they traveled to Golarion during the Age of Darkness, wayangs found the perpetually blackened skies to their liking; however, when the sun reemerged, they were rudely surprised and found themselves trapped upon the increasingly inhospitable Material Plane. Those unable to escape back to the Shadow Plane were forced to flee to the darkest depths of Dragon Empire’s jungle islands.
Wayangs are gaunt and pixielike, with pointy features and skin the color of muted shadows. Regarding humans and animals as equally monstrous predators, wayangs are reclusive and survive via their wits and nimbleness. All wayangs possess innate arcane powers and a natural talent for manipulating shadow magic, and thus many tribes are aided and defended by oracles and shamans. Many perform tribal rituals of scarification and skin bleaching upon their own bodies, marking their flesh with raised white dots in ornate spirals and geometric patterns. Shy and elusive, wayangs live in small, interdependent tribes and speak their own language. Tribes rarely associate with outsiders, as they prefer to avoid conflict rather than create it, and when forced to deal with sun-dwellers, most wayangs maintain a position of strict neutrality.
Wayang Racial Traits
All wayangs are humanoids with the wayang subtype. They have the following racial traits.
+2 Dexterity, +2 Intelligence, –2 Wisdom: Wayangs are nimble and cagey, but their perception of the world is clouded by shadows.
Small: Wayangs are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Wayangs have a base speed of 20 feet.
Darkvision: Wayangs can see in the dark up to 60 feet.
Light and Dark (Su): Once per day as an immediate action, a wayang can treat positive and negative energy effects as if the wayang were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
Lurker (Ex): Wayangs gain a +2 racial bonus on Perception and Stealth checks.
Shadow Magic (Ex/Sp): Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Wayangs with a Charisma score of 11 or higher
also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, and ventriloquism. The caster level for these effects is equal to the wayang’s level. The DC for these spells is equal to 10 + the spell’s level + the wayang’s Charisma modifier.
Shadow Resistance (Ex): Wayangs get a +2 racial saving throw bonus against spells of the shadow subschool.
Languages: Wayangs begin play speaking Imperial and Wayang. Wayangs with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Draconic, Goblin, Infernal, Nagaji, Samsaran, Senzar, and Tengu.
I did not create these races, all rights go to Paizo publishing these race have been taken from the Dragon Empires Primer.