"When talking to an inaris, keep one hand on your money pouch, one hand on your children, and one hand on your head, because it's probably going to try and steal one of them. If you don't have enough hands, just stay away from inaris."
— a popular proverb
Thieving Tricksters
Inaris have a bad reputation. They are seen as thieves, conmen, and tricksters, and most people keep one hand on their money pouch while talking with an inaris. This reputation for thievery and deception isn't actually warranted. Most inaris go their whole lives without tricking anyone. People don't trust them and are very cautious when their around. Because of this, the few inaris who do choose or find themselves living a less upstanding lifestyle normally end up being twice as skilled as a normal thief or trickster, because they have to work two times as hard just to get by.
Wandering Skulks
Inaris usually travel in large family groups called skulks. They live a nomadic lifestyle, traveling from place to place, trading wares and stories and entertainment to get by. The majority of these traveling troupes are law abiding and peaceful, but are still seen as dangerous by most people. Despite this, many will still come to the shows that inaris put on, as they're famously colorful and entertaining.
Inaris Names
Inaris have two names: their birth name and their skulk name. The skulk name is similar to a tribal name, and usually describes the physical appearance of the skulk in some way. For example, Greyfur or Longtooth. The given name is usually short, one or two syllables, that often has R or S sounds. For example, Ras, Sul, or Sere.
Skulk Names: Redfur, Longlegs, Smallears, Sharptooth
Given Names: Sor, Res, Soro, Sare
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1.
Languages. You can speak, read, and write Common and one other language of your choice.
Size. Your size is Small or Medium. However, as a medium, you height can only reach up to 5'6" tall.
Darkvision. You can see in dim light within 60 feet or you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fox's Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to
1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Fox Tails. Your tails are import to your ability to cast magick, which is done so with Charisma ability. Increase your Charisma ability score by 1 for every three tails you have, to a maximum of 20. At birth, you have one tail and gain another tail when you gain your archetype for your class. Every two levels, you gain a tail until you reach level 20, in which your tails grant you the ability to cloak them with the
Invisibility spell to hide any number of your tails to appear weaker and more docile to opponents.
Sly. You are proficient in one of the following skills of your choice: Deception, Insight, or Stealth. Whenever you make an ability check with the chosen skill, roll a
1d6 and add the number rolled to the check's total.
Racial Feat:Vulpine Trickery
Your slyness is truly that of an inaris, you are a master trickster. You gain the following benefits:
- Increase your Dexterity, Charisma, or Wisdom score by 1, to a maximum of 20.
- You add 1d8 instead of 1d6 to skill checks you make with the skill gained from your sly racial trait.