Skinwalker
Overview
Skinwalkers resemble humans much of the time, but they possess the uncanny ability to transform into bestial humanoids who combine the most fearsome aspects of flesh and fur. Their ability to transform stems from a powerful curse Malar left upon the skinwalkers bloodline at some point in the past.Physical Description
Outwardly human, skinwalkers are virtually indistinguishable from others of the ethnic group into which they are born. Those rare skinwalkers who have bred true for generations tend to have dark eyes, straight dark hair, and richly colored skin. Skinwalkers’ features vary greatly when they shapechange. They gain a bestial visage evoking the creatures they emulate; the snout elongates, teeth become more prominent, claws emerge from fingertips, and skin toughens into hide.Society
Skinwalkers sometimes weave themselves into other societies, hoping their peculiar talents go unnoticed. They may also be nomads found in lands with wide-open spaces. Groups of skinwalkers hidden among a larger community of non-skinwalkers may regularly gather for lunar rituals or nocturnal pack hunting.Race Relations
Skinwalkers mostly populate human settlements and communities where they can hide their abilities. Skinwalkers are scorned by beastfolk and animals alike and will rarely be found in settlements with large beastfolk populations. Many natural lycanthropes see skinwalkers as weaker, inferior versions of their own kind, and some lycanthropes even take to hunting known skinwalkers down.Stats and Meta Info
Ability Score Modifiers: Skinwalkers gain +2 to Strength and Wisdom but suffer -2 to Intelligence. Skinwalkers of specific heritages have other abilitiy score modifiers.
Size: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.
Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.
Base Speed: Skinwalkers have a base speed of 30 feet.
Languages: Skinwalkers speak Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Low-Light Vision: Skinwalkers have low light vision.
Animal Animosity: Skinwalkers gain the Animal Animosity Major Drawback (They gain all the penalities of the drawback, gain a bonus feat at 1st level, and may not select another major drawback). They may not remove this drawback without magically becoming another race.
Spell-Like Ability: Skinwalkers with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker’s character level. Skinwalkers of specific heritages gain other spell-like abilities.
Change Shape: A skinwalker can change shape to and from a bestial form as a standard action. In this form, a skinwalker also takes on animalistic features that provides special effects. The base skinwalker gains the following three abilities, although skinwalkers of specific heritages gain different ones.
- 2 claw attacks that each deal 1d4 points of damage
- Darkvision to a range of 60 feet.
- +1 racial bonus to natural armor.
Skinwalker Heritage Details
Werebat-Kin (Bloodmarked)
These skinwalkers are usually communal and defer readily to their superiors. They prefer dwelling in areas of dense foliage, such as jungles or forests. They often have little trust for those not in their immediate clan. Ability Modifiers +2 Dexterity, +2 Intelligence, –2 WisdoAlternate Spell-Like Ability obscuring mist 1/day
Bestial Features
- Bite attack that deals 1d6 points of damage
- +4 racial bonus on Perception checks
- Scent to a range of 30 feet
- Treat falling damage as if the distance fallen were 20 feet less than it actually is
Werebear-Kin (Coldborn)
Known and respected as the defenders of the wild in many parts of the Lands of the Linnorm Kings, these skinwalkers often prefer to live as recluses. Ability Modifiers +2 Constitution, –2 Charisma (+2 Wisdom while shapechanged)Alternate Spell-Like Ability calm animals 1/day
Bestial Features
- Bite attack that deals 1d6 points of damage
- 2 claw attacks that each deal 1d4 points of damage
- Climb speed of 20 feet
- Scent to a range of 30 feet
Wereboar-Kin (Ragebred)
These skinwalkers are known for their fiery tempers and stubborn streaks, features that have earned them respect in remote corners of Garund, Cheliax, and Varisia as freedom fighters. Ability Modifiers +2 Strength, –2 Charisma (+2 Constitution while shapechanged)Alternate Spell-Like Ability speak with animals (pigs and boars only) 3/day
Bestial Features
- +10 foot racial bonus to base speed
- Gore attack that deals 1d6 points of damage
- 2 hoof attacks that each deal 1d4 points of damage
- Scent to a range of 30 feet
Werecrocodile-Kin (Scaleheart)
Found most often in areas such as the Shackles and the Sodden lands, these skinwalkers are often brutish and cruel. Ability Modifiers +2 Constitution, –2 Wisdom (+2 Strength while shapechanged)Alternate Spell-Like Ability scare 1/day
Bestial Features
- Bite attack that deals 1d6 points of damage
- Darkvision to a range of 60 feet
- Swim speed of 30 feet
- Ferocity
Wereraptor-Kin (Aerieborn)
Ability Modifiers +2 Wis, –2 Cha (+2 Dex while shapechanged)Alternate Spell-Like Ability feather fall 1/day
Bestial Features
- Bite attack that deals 1d6 points of damage
- 2 talon attacks that each deal 1d4 points of damage
- +4 racial bonus on Perception checks
- Increase fly speeds from other sources by 10 feet
Wererat-Kin (Nightskulk)
These creatures, who are among the more common of the skinwalkers, prefer to dwell in urban areas. Ability Modifiers +2 Intelligence, –2 Strength (+2 Dexterity while shapechanged)Alternate Spell-Like Ability speak with animals (rodents only) 3/day
Bestial Features
- Bite attack that deals 1d6 points of damage
- Climb speed of 30 feet
- Distraction (except with only one chosen natural attack per round, and sickens instead of nauseates).
- Scent to a range of 30 feet
Wereshark-Kin (Seascarred)
These unusual skinwalkers tend to be strong-willed and brisk in their patterns of speech. They often serve aboard pirate ships, where their traits are well appreciated. Ability Modifiers +2 Wisdom, –2 Intelligence (+2 Constitution while shapechanged)Alternate Spell-Like Ability charm animal (aquatic animals only) 3/day
Bestial Features
- Breathe water as well as air
- Bite attack that deals 1d6 points of damage
- Ferocity
- Swim speed of 30 feet
Weretiger-Kin (Fanglord)
More common in Vudra than the Inner Sea region, these skinwalkers are notorious for their fickle attitudes. Ability Modifiers +2 Dexterity, –2 Wisdom (+2 Charisma while shapechanged)Alternate Spell-Like Ability jump 1/day
Bestial Features
- Bite attack that deals 1d6 points of damage
- 2 claw attacks that each deal 1d4 points of damage
- +10-foot racial bonus to base speed
- See in darkness
Werewolf-Kin (Witchwolf)
Perhaps the most prevalent breed of skinwalker, witchwolves prefer dwelling with others of their kind. Ability Modifiers +2 Constitution, –2 Intelligence (+2 Wisdom while shapechanged)Alternate Spell-Like Ability magic fang 1/day
Bestial Features
- Bite attack that deals 1d6 points of damage
- 2 claw attacks that each deal 1d4 points of damage
- Darkvision 60 feet
- +2 racial bonus on all saving throws