Skinwalker

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There are many myths of shapeshifters, and in the world of Ea there are a wide variety of abilities to change shape. Skindancers focus on the ability to change into one animal form, training to use that form effectively. They are most common among the sith-makar, whose shamanistic history finds resonance with the skinwalker's discipline. Skinwalkers most often follow the faith of Eluna, Gilead, or Dana.

The term originates from the practice of some families to use magic animal skins to transform. Selkies, for example, have magical sealskins that allow them to transform into seals; mothers often fashion skins for their children, continuing their special tradition.

Skinwalkers are most frequently druids. Rangers and barbarians occasionally adopt shifterskins and feel the pull of an animal nature. Sorcerers very rarely decide to pursue the way of the skinwalker, despite lack of magical advancement. Wizards can theoretically become skinwalkers, but the two paths are not very compatible.

Role: The skinwalker can adopt a direct combat role or a stealthy role in a party, depending on skills.

Alignment: Skinwalkers may be of any alignment, though those who wish to follow druidic ways must follow druidic alignment restrictions. Skinwalkers tend toward chaotic alignments.


Requirements

Abilities: Wild Shape, ability to cast beast shape, lycanthropy, has a shifterskin (see below), or some other ability to change into an animal form
Skills: Knowledge (nature) 5 ranks
Special: Shifterskin: This is a magic item that enables the wearer to take on an animal form one or more times a day. The simplest form is usable once per day and costs 5400 gp.

Some users of a shifterskin may learn to channel this power to greater effect, becoming skinwalkers. If this is how the character has qualified for this Prestige Class, all the skinwalker abilities rely on having the skin; if the skin is damaged or unavailable, the character cannot access her skinwalker abilities. The shifterskin may be replaced, but the new skin must be of the same animal.

A skinwalker of any origin may craft shifterskins (beast shape 1/day) regardless of item creation feats, using skinwalker level as caster level. The skinwalker is considered to know the appropriate beast shape spell for the creation of a shifterskin. That is, a 5th-level skinwalker can create a beast shape I skin, a 7th-level skinwalker can create a beast shape II skin, and a 9th-level skinwalker can create a beast shape III skin.


Statistics

Hit Dice: d8
Class Skills: The skinwalker's class skills are Acrobatics, Climb, Fly, Perception, Stealth, Survival, and Swim
Skills: Skill Ranks at Each Level: 2 + Int modifier
Weapon and Armor Proficiency: Skinwalkers gain no additional weapon or armor proficiencies.

Saves Level BAB Fort Refl Will Special 1 +0 +1 +1 +0 Animal Form 1/day, beast shape II, Animal Nature, Animal Affinity 2 +1 +1 +1 +1 Beast Tongue, Greater Trait 3 +2 +2 +2 +1 Animal Form 2/day, Swift Shaping 4 +3 +2 +2 +1 beast shape III 5 +3 +3 +3 +2 Animal Form 3/day, Greater Trait, Craft Shifterskin I 6 +4 +3 +3 +2 beast shape IV, Greater Trait 7 +5 +4 +4 +2 Animal Form 4/day, Greater Trait, Craft Shifterskin II 8 +6 +4 +4 +3 Greater Trait 9 +6 +5 +5 +3 Animal Form 5/day, Greater Trait, Craft Shifterskin III 10 +7 +5 +5 +3 Animal Form at will, Greater Trait


Class Abilities

Animal Form (Su): At first level, the skinwalker must select one animal of size Tiny through Large. This becomes her beast shape. Her abilities only apply to transformation to and from that animal, no other.

At every odd level (including first) the skinwalker gains an additional use of animal form. This functions just like druidic wild shape (though limited to the one animal). If the skindancer has Wild Shape from druid levels, she may use Wild Shapes per day to take on her animal form. Initially, animal form functions like beast shape II.

At fourth level, animal form functions as beast shape III. At this point, the skinwalker with a Large animal form may choose to become a giant form of the animal; now the skinwalker transforms into a Huge version of the animal. A Tiny animal can similarly become Diminutive. If the skinwalker has a Small or Medium animal form, these may now use the bonuses for Small or Medium magical beasts.

At sixth level, animal form functions as beast shape IV. A Tiny or Large animal form now gains the bonus for Tiny or Large magical beasts. At 10th level, the skinwalker may take on animal forms at will.

Animal form is considered Wild shape for qualifying for feats. For wild shape feats in particular, the skinwalker must have an animal form that is consistent with the feat. For example, only skinwalkers with avian animal forms can take Eagle’s Wings.

The animal form lasts 1 hour per skinwalker level (plus any druid levels). Skinwalker levels do not add to druid levels for the purpose of Wild Shape. While Wild Shape uses can be taken to adopt Animal Form, the converse is not true -- animal form per day is only for the single animal form.

Animal Nature: The skinwalker may take monster feats her animal form qualifies for. The feats are usable whenever the prerequisites are met (on the off chance she is transformed in some other way).

Additionally, the skinwalker gains racial skill bonuses innate to her animal form. Normally, polymorph spells do not transfer racial skill bonuses. Finally, while in animal form, the skinwalker can be targeted by spells affecting animals when this would be beneficial (primarily animal growth).

Animal Affinity:Druids (or rangers) with animal companions may add skinwalker level for advancing animal companions if the companion is the same kind of animal as the animal form of the skinwalker.

Beast Tongue (Su): At second level the skinwalker may speak normally in animal form.

Swift Shifting: At third level, the skinwalker adopts or leaves animal form as a swift action.

Greater Traits: Skinwalkers turn into animals more completely than most other shifters. While in animal form they can communicate with similar animals, and they gain any racial skill bonuses of the animal form; normally, beast shape does not provide racial skill bonuses.

At 2nd level and every level from 5-10, skinwalkers gain an additional ability, channeling their animal nature. This may be one of the following:

Monster Feat
Aerial agility (if animal can fly, maneuverability increases one step; can only take once)
Extra speed (+10’ to one movement mode; this can be taken multiple times but can no more than double speed)
Ferocity
Frightful presence (30’ radius, activated when making a charge or taking a move action to roar/shriek)
Powerful charge (select one natural attack; base damage is doubled when charging)