Ferret
Explorer
This is a bit gorey even though there are no pictures, if you dislike that kind of stuff I wouldn't read this.
Skinner
”What ever beast ye be stay back!” What ever beast it was, it paid no head to the farmers call; it approached neither gaining nor loosing speed. When it reached the farmer it; as the creature seemed to inhuman to be a he or she, drew back the cowl and sunk it’s teeth into the farmers face. The farmer didn’t struggle, he just gazed, blank eyed at the pallid skin and rotting sewing marks on the skin. The creature reeled back as a plank of wood slammed into the creatures head, pulling half of the farmers face off. The creature dropped the now limp body, and grabbed the new assailant by his neck, and hissed “Ruined!” in a low and heartless whisper, “Wait…Yes, yes! Younger too.” It quickly knocked the poor farm boy down and making sure the child was at least out cold, began the process of peeling the skin of the youth and sewing it onto his own body, overlapping the sewing on it’s body.
Why ever the skinners came into a existence, is unknown; but not many could stoop so low as to use the skins of others in there foul rituals, and the idea that it was a Thayan cult may have some ground. If it is true though, they have branched out; from the spine of the world where skins keep fresh longer, to the savannah of Shaar where they wear the skins of lions.
Hit Dice-D6/level
Requirements
--Skill ranks: Knowledge: Skinning +5, Craft: Skin sewing +5
--Feats: Great fortitude
--Special: Must have created undead, Must be non-good
--Casting: Able to cast a 4th level necromantic spells
Class skills
Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Int), Profession (Wis), Spellcraft (Int).
--Skill Points per level: 4 (+Intelligence modifier)
Base-attack .. Refl/Fort /Will .. Special
1st +0 .... +0/+2/+2 .. Skin
2nd +1 .... +0/+3/+3 .. Cold Resistance, Pale flesh
3rd +2 .... +1/+3/+3 .. Creature Feature
4th +3 .... +1/+4/+4 .. Natural armour
5th +3 .... +1/+4/+4 .. Deadened, Skin
6th +4 .... +2/+5/+5 ..
7th +5 .... +2/+5/+5 .. Unholy skin
8th +6 .... +2/+6/+6 .. Creature feature
9th +6 .... +3/+6/+6 .. Skin
10th +7 .... +3/+7/+7 .. Living dead
Special abilities descriptions:
-- Skin Creature (Ex): At First level the Skinner learns how to Skin creatures, and add that skin to their skin; this has the ability to heal the skinner. The Skinner must make a Craft: Skin sewing DC of 20, for every point over the DC the Skinner heals1 hp. However for each point under the Dc they suffer that much damage. Each use of this ability takes 3 rounds, you can take 10, but not 20 as you could destroy the skin. The body that you skin must be fresh.
--Cold resistance (Su): The creature the Skinner has become is more resistant to cold, and gains Cold resistance 15.
--Pale flesh(Ex): The skin of the skinner has become pale, and almost lifeless. He gains a -2 on all social checks after being seen; also Animals have an automatic unfriendly attitude to the skinner, unless they already have a worse attitude.
--Creature Feature (Ex): The Skinner has now learnt how to not only take the skins of his enemies, but other parts. He can gain one of the following: Claw attack, 1d6/1d8; Forearms, +2/+4 to strength; Wings, Clumsy/Poor flight at base land speed; Eyes, Ray attack Paralyze 30ft DC fort based; Jaw, Bite 1d6/1d8; Skin, fire resistance 10/20. The next time the Skinner takes a part of an animal, it may take the same feature again, gaining the heightened ability on the other side of the slash.. This ritual takes 1 whole day to perform, you may not move from the spot when you do this, the body must be fresh and the DC is the same as a normal skinning. The skinner may gain other abilities; however it is up to the DM to adjudicate this power.
--Natural armour (Ex) Even if the creatures that the skinner has skinned did not have a sturdy hide, the skin it is wearing now is so old it has become toughened. They gain a +4 natural bonus to AC.
--Deadened (Ex): The skinner’s skin is so thick and the organs so used up that they are now immune to critcals and sneak attacks. However the brain is still needed and successful vorpal attack would still affect the skinner.
--Unholy skin (Su): The skinner has become some unholy animal, all but the most holy weapons can breach its skin. It gains DR of 5/holy.
--Living Dead (Ex): The Skinner is dead. This however doesn’t stop it. All the skin and organs the Skinner has gained have stopped it from dieing, it is now of undead type, becoming Immune to poison, sleep, stun, paralyse, disease, death effects and necromantic. The skinner may now be decapitated without dying, it cannot be affected by nonlethal damage, ability damage, ability drain energy drain. They have no constitution score and are therefore unaffected by anything that requires a Fortitude save (unless it affects inanimate objects). Positive energy harms the skinner and Negative heals it. Massive damage cannot harm the skinner, when it is reduced to 0 hit points they die. Nevertheless they can be brought back with an animate dead spell.
Can anyone comment on this?
Skinner
”What ever beast ye be stay back!” What ever beast it was, it paid no head to the farmers call; it approached neither gaining nor loosing speed. When it reached the farmer it; as the creature seemed to inhuman to be a he or she, drew back the cowl and sunk it’s teeth into the farmers face. The farmer didn’t struggle, he just gazed, blank eyed at the pallid skin and rotting sewing marks on the skin. The creature reeled back as a plank of wood slammed into the creatures head, pulling half of the farmers face off. The creature dropped the now limp body, and grabbed the new assailant by his neck, and hissed “Ruined!” in a low and heartless whisper, “Wait…Yes, yes! Younger too.” It quickly knocked the poor farm boy down and making sure the child was at least out cold, began the process of peeling the skin of the youth and sewing it onto his own body, overlapping the sewing on it’s body.
Why ever the skinners came into a existence, is unknown; but not many could stoop so low as to use the skins of others in there foul rituals, and the idea that it was a Thayan cult may have some ground. If it is true though, they have branched out; from the spine of the world where skins keep fresh longer, to the savannah of Shaar where they wear the skins of lions.
Hit Dice-D6/level
Requirements
--Skill ranks: Knowledge: Skinning +5, Craft: Skin sewing +5
--Feats: Great fortitude
--Special: Must have created undead, Must be non-good
--Casting: Able to cast a 4th level necromantic spells
Class skills
Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Int), Profession (Wis), Spellcraft (Int).
--Skill Points per level: 4 (+Intelligence modifier)
Base-attack .. Refl/Fort /Will .. Special
1st +0 .... +0/+2/+2 .. Skin
2nd +1 .... +0/+3/+3 .. Cold Resistance, Pale flesh
3rd +2 .... +1/+3/+3 .. Creature Feature
4th +3 .... +1/+4/+4 .. Natural armour
5th +3 .... +1/+4/+4 .. Deadened, Skin
6th +4 .... +2/+5/+5 ..
7th +5 .... +2/+5/+5 .. Unholy skin
8th +6 .... +2/+6/+6 .. Creature feature
9th +6 .... +3/+6/+6 .. Skin
10th +7 .... +3/+7/+7 .. Living dead
Special abilities descriptions:
-- Skin Creature (Ex): At First level the Skinner learns how to Skin creatures, and add that skin to their skin; this has the ability to heal the skinner. The Skinner must make a Craft: Skin sewing DC of 20, for every point over the DC the Skinner heals1 hp. However for each point under the Dc they suffer that much damage. Each use of this ability takes 3 rounds, you can take 10, but not 20 as you could destroy the skin. The body that you skin must be fresh.
--Cold resistance (Su): The creature the Skinner has become is more resistant to cold, and gains Cold resistance 15.
--Pale flesh(Ex): The skin of the skinner has become pale, and almost lifeless. He gains a -2 on all social checks after being seen; also Animals have an automatic unfriendly attitude to the skinner, unless they already have a worse attitude.
--Creature Feature (Ex): The Skinner has now learnt how to not only take the skins of his enemies, but other parts. He can gain one of the following: Claw attack, 1d6/1d8; Forearms, +2/+4 to strength; Wings, Clumsy/Poor flight at base land speed; Eyes, Ray attack Paralyze 30ft DC fort based; Jaw, Bite 1d6/1d8; Skin, fire resistance 10/20. The next time the Skinner takes a part of an animal, it may take the same feature again, gaining the heightened ability on the other side of the slash.. This ritual takes 1 whole day to perform, you may not move from the spot when you do this, the body must be fresh and the DC is the same as a normal skinning. The skinner may gain other abilities; however it is up to the DM to adjudicate this power.
--Natural armour (Ex) Even if the creatures that the skinner has skinned did not have a sturdy hide, the skin it is wearing now is so old it has become toughened. They gain a +4 natural bonus to AC.
--Deadened (Ex): The skinner’s skin is so thick and the organs so used up that they are now immune to critcals and sneak attacks. However the brain is still needed and successful vorpal attack would still affect the skinner.
--Unholy skin (Su): The skinner has become some unholy animal, all but the most holy weapons can breach its skin. It gains DR of 5/holy.
--Living Dead (Ex): The Skinner is dead. This however doesn’t stop it. All the skin and organs the Skinner has gained have stopped it from dieing, it is now of undead type, becoming Immune to poison, sleep, stun, paralyse, disease, death effects and necromantic. The skinner may now be decapitated without dying, it cannot be affected by nonlethal damage, ability damage, ability drain energy drain. They have no constitution score and are therefore unaffected by anything that requires a Fortitude save (unless it affects inanimate objects). Positive energy harms the skinner and Negative heals it. Massive damage cannot harm the skinner, when it is reduced to 0 hit points they die. Nevertheless they can be brought back with an animate dead spell.
Can anyone comment on this?
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