https://www.tumblr.com/thecreaturechronicle/42913763320/lupin-nuwisha
The nuwisha are merry tricksters native to the vast plains and forests of the western continent of Arcadia. Close relatives of other Lupins, the coyote-folk do not get along with their bigger, stronger cousins, who find them downright insufferable. For their part, nuwisha greatly enjoy knocking other lupin down a few pegs.
Nuwisha are not brave warriors, nor are they particularly proud. They fight to win, not for honor, and can be treacherous in a fight. Still, they are good folk who root out evil wherever they find it, preferably leaving it utterly humiliated in the process. Nothing delights a nuwisha more than making an enemy look like a fool.
Nuwisha live in small hunting packs led by a shaman elder. They are more individualistic than other lupins, and nuwisha commonly leave their packs to take up a solitary existence for a few months or years before settling back in with another pack. They are strictly nomadic, building only temporary shelters.
Humor is all-important in nuwisha culture. They see themselves as teachers, and humor is their most important tool. Nuwisha make a clear distinction between tricks and pranks: a trick is played on one's friend to teach them a lesson, while a prank is played on one's enemy to put them in their place. Nuwisha pranks often feature death as their punchline.
Despite their irreverence, the nuwisha are a deeply spiritual people. Nuwisha elders are often powerful witches or oracles who spend much of their time exploring the spirit world through mind-altering substances or mystic rituals. The nuwisha have a monotheistic religion, worshiping a trickster god known simply as Coyote, but they habitually "adopt" other gods as Coyote's aspects. The rare nuwisha who make their way to the Inner Sea region typically worship Cayden Cailean, Desna, Calistria, or even Norgorber as faces of Coyote.
Low-light vision: Lupins can see twice as far as humans in conditions of dim light.
Keen senses: Lupins receive a +2 racial bonus on Perception skill checks.
Hatred (other Lupins, excluding Nuwisha): Nuwisha receive a +1 bonus on attack rolls against other Lupins, excluding Nuwisha.
Trickster: Nuwisha receive a +2 racial bonus on Bluff and Stealth checks.
Scent: Lupins can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can also identify familiar odors just as humans do familiar sights. They can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When they detect a scent, the exact location of the source is not revealed—only its presence somewhere within range. Lupins can take a move action to note the direction of the scent. When detected creatures are within 5 feet of the source, they pinpoint the source's location. They can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for survival checks. Lupins tracking by scent ignore the effects of surface conditions and poor visibility.
Nuwisha magic: Nuwisha add +1 to the caster level of any conjuration (teleportation) spells they cast, as well as any spells that allow them to travel between planes (such as etherealness, shadow walk, or astral projection). Nuwisha with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day - disguise self and ventriloquism. The caster level for these effects is equal to the nuwisha's level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier.