Skinwalker

Skinwalkers are a race of animalistic, shape-shifting humanoids native to the Northern Reach. They are the collective descendents of human tribes that intermingled with lycanthropes until the curse became subsumed into the bloodline.
The personality and behavior of skinwalkers are influenced by their animal natures. They have a predatory personality and think of most activities in terms of hunting and prey. They view survival as a challenge, striving to be self-reliant, adaptable, and resourceful.
They are tribal and nomadic, keeping largely to the western territories. Nearly 100 year ago, a bargain was stuck between several tribes of Skinwalkers and the Khaz Zur. These Tribes continue to serve the Zuran Dwarves as mercenaries, often putting them at odds with their bretheran.

Physical Description
In broad strokes, Skinwalkers resemble humans with subtle animalistic features. Their bodies are lithe and strong, and they often move in a crouched posture, springing and leaping along the ground. In most circumstances, a typical skinwalker will pass as a normal (if somewhat feral seeming) human. They typically have dark brown, grey, or yellow eyes, straight dark hair, and slightly pointed ears. They have richly colored skin and are typically hirsute. Skinwalkers’ features assume a more bestial cast when they shape-change, as noses broaden, eyes enlarge, teeth and fangs become more prominent, claws emerge from fingertips, and skin toughens into hide. Despite their shape-changing abilities, they are not immune to infection from full lycanthropes.

Society
Skinwalkers often keep to themselves. This is not due to prejudice or isolationism, but rather a natural tendency towards solitude. However, once they become comfortable in a group, most skinwalkers come to see their allies and tribemates as their pack or herd. Skinwaler’s typically defer to the wisdom of their Shamen, and extend this respect to other spellcasters (unless that spellcaster has proven themselves an enemy).

Relations
Many races feel uncomfortable around Skinwalkers, the same way they feel around any large predator. Of course, some grow to appreciate individual Skinwalkers despite their natural aversion. For their part, Skinwalkers are accustomed to distrust and don’t expect better treatment from members of the other races, although some Skinwalkers try to earn respect and companionship through acts and deeds.

Alignment & Religion
Skinwalkers tend toward neutral alignments, but may be of any. Many follow the Old Ways with a cultural preference for Moon totems. Others venerate deities with close ties to nature and the animal world, as well as those connected with hunting, transformation, travel, and trickery.

Adventurers
Often on the move, skinwalkers make for excellent adventurers. Warrior are frequently Barbarians or Rangers, while Clerics, Druids and Witches make up the majority of their spell-casters.

Skinwalker Feats
Skinwalker Traits

Racial Traits
+ 2 Wisdom, -2 Intelligence; and +2 to one physical ability score while shapechanged. While in their bestial form, they gain a +2 racial bonus to either Strength, Dexterity, or Constitution. Skinwalkers are naturally athletic, well attuned to the natural order of things and value passion above reason.
Medium Size Humanoid (skinwalker, shape-changer)
Speed: skinwalker base land speed is 30ft.
Low-Light Vision (Ex): In dim light, skinwalkers can see twice as far as humans.
Athletic: A skinwalker gains a +2 bonus to Acrobatics and Climb checks.
Change Shape( Su): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:

  • 2 claw attacks that each deal 1d4 points of damage
  • Darkvision to a range of 60 feet
  • +1 racial bonus to natural armor
  • Damage Reduction 2/Silver

These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits.

Aging Effects: Adult 15 Middle Age 35 Old 53 Venerable 70 Maximum 70+2d20
Languages:** Skinwalkers begin play speaking Kintale and Northern. Skinwalkers with high intelligence scores can choose from the following; Dwarven, Goblin, Orc, or Sylvan.

Alternative Racial Traits
Animal-Minded: Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks. In addition, 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.
This racial trait replaces Athletic.

Bloodmarked: Skinwalkers with this trait often take of features reminiscent of bats when shapeshifted. When using Change Shape, the Skinwalker may select one of the following features. These features replaces the standard features available from Change Shape.

  • 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 20 feet less than it actually is.

Coldborn: Skinwalkers with this trait often take on features reminiscent of badgers, bears, or wolverines when shapeshifted. When using Change Shape, the Skinwalker may select one of the following features. These features replaces the standard features available from Change Shape.

  • 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

Fanglord: Skinwalkers with this trait often take on features reminiscent of great cats when shapeshifted. When using Change Shape, the Skinwalker may select one of the following features. These features replaces the standard features available from Change Shape.

  • 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
  • Darkvision 60ft.

Witchwolf: Skinwalkers with this trait often take on features reminiscent of wolves when shapeshifted. When using Change Shape, the Skinwalker may select one of the following features. These features replaces the standard features available from Change Shape.

  • Bite attack that deals 1d6 points of damage
  • 2 claw attacks that each deal 1d4 points of damage
  • Darkvision 60ft.
  • +2 racial bonus on all saving throws
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Skinwalker

Realm Blackroom