Pathfinder: The Skinwalker Race
Book of Heroic Races: Advanced Skinwalkers comes out tomorrow. This race is a bit of departure for us since it does not appear in the Pathfinder Roleplaying Game: Advanced Race Guide but comes from one of Paizo’s Player Companions. This race was designed to be a balanced lycanthrope race without having to worry about spreading it to the other players or NPCs.
All week long we are showing off the skinwalker race. We started off last week with the artwork inside. Today we are sharing with you the racial traits of the race. One of the nice things about the race is now morphic the race is. Need more protect your self better when facing a sizable monster horde? Increase your Constitution to get more hit points and take a bonus to your natural armor. The golem your group is battling have a high armor class? Increase your Strength. Lose your weapon? Grow claws.
This is a fun race to play and I hope that you give them a try.
Book of Heroic Races: Advanced Skinwalkers is part of the Book of Heroic Races: Advanced Compendium. DOrder and download the Book of Heroic Races: Advanced Compendium now at the JBE Shop, DriveThruRPG, d20PFSRD, and Paizo.com.
Skinwalker Racial Traits
+2 Wisdom, –2 Intelligence, +2 to one physical
ability score while shapechanged: Skinwalkers are well attuned to the natural order of things and value passion above reason. While in their bestial form, they gain a +2 racial bonus to either Strength, Dexterity, or Constitution (see Change Shape).
Skinwalker: Skinwalkers are humanoids with the shapechanger and skinwalker subtypes.
Medium: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Skinwalkers have a base speed of 30 feet.
Low-Light Vision: In dim light, skinwalkers can see twice as far as humans.
Animal-Minded: Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks.
Change Shape (Su): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to one of 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
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty to Charisma and on Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.
A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level.
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.
Languages: Skinwalkers begin play speaking Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).