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<blockquote data-quote="Neo" data-source="post: 1540321" data-attributes="member: 4139"><p><strong>Wild Elf Skinwalker:</strong> </p><p>Some green elven priests of Rillifane Rallathil and occasionally one of the other nature oriented deities of the Seldarine live apart from their brethren, seeking out a solitary existence in the forest. Those who follow this path long enough are taught the secret rituals of skin walking by older priests.</p><p>Skinwalking is a special magical form of shape changing that involves using hides and other animal parts to transform into an animal form.</p><p>Other green elves tend to avoid skinwalkers, but turn to them in times of crisis, or for advice on major problems confronting the tribe. Although the green tribes are fearful of the skinwalkers, they nevertheless treat them with a great deal of respect as they are said to be dangerous and uncontrollable. Skinwalkers exist to help their tribes in times of danger, and to learn more about the works of nature.</p><p>.</p><p><strong>Hit Die:</strong> d8</p><p></p><p><strong>Requirements</strong></p><p>To qualify to become a Wild Elf Skinwalker, a character must fulfil all of the following criteria:</p><p><strong>Alignment:</strong> Chaotic Good</p><p><strong>Patron:</strong> Rillifane Rallathil, Solonor Thelandira, and Erevan Ilesere</p><p><strong>Race:</strong> Wild (Green) Elf</p><p><strong>Base Attack Bonus:</strong> +3</p><p><strong>Skills:</strong> Knowledge (nature) 10 ranks, Survival 6 ranks. </p><p><strong>Feats:</strong> Self Sufficient</p><p><strong>Spellcasting:</strong> A skinwalker must be able to cast 3rd level divine spells.</p><p><strong>Special:</strong> Must be accepted by an existing skinwalker, who will then teach them the secret traditions and rituals. A candidate must also spend several nights in the wild, during which time their totem animal will appear to them. They then follow the beast for several more days to learn his ways and gain enlightenment. Must also have the Wild Empathy class feature.</p><p></p><p>The totem that turns up is determined by rolling on the following table:</p><p><strong>D12 Animal</strong></p><p>1 Crow</p><p>2 Hawk</p><p>3 Wolf</p><p>4 Fox</p><p>5 Otter</p><p>6 Horse</p><p>7 Boar</p><p>8 Badger</p><p>9 Mountain Lion</p><p>10 Brown Bear</p><p>11 Rat</p><p>12 Owl</p><p> </p><p><strong>Class Skills</strong></p><p>The Wild Elf Skinwalker class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Swim (Str). </p><p></p><p><strong>Skill Points at Each Level:</strong> 4 + Int modifier.</p><p></p><p><strong>Class Features</strong></p><p>All the following are class features of the Wild Elf Skinwalker prestige class:</p><p><strong>Weapon and Armour Proficiency:</strong> A Wild Elf Skinwalker is proficient with no additional arms or armours.</p><p><strong>Spells per Day:</strong> A skinwalker’s training focuses on magic that will enhance her or summon animals. Thus, when a character gains every third level of skinwalker after first, she gains new spells per day as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however gain any other benefit a character of that class would have gained (improved animal companion, for example).</p><p>If a character had more than one divine spellcasting class before she became a skinwalker, she must decide to which class she adds each level of skinwalker for purposes of determining spells per day when she adds the new level. </p><p><strong>Spiritual Fetish (Su):</strong> All skinwalkers on 1st level gather together a variety of plants, feathers, beads and claws in order to make a spiritual fetish. These items are kept in a small leather pouch and worn on a cord around the skinwalkers neck at all time. It is said that the fetish helps ward off evil magic and indeed while worn a skinwalker gains their Charisma bonus (if positive) on all saving throws against spells and spell-like effects.</p><p><strong>Totem Empathy (Ex):</strong> A skinwalker due to her enlightened state regarding their totem beast gains a +4 bonus to Wild Empathy checks relating to animals of the same type as their totem beast (e.g. a skinwalker with Mountain Lion as a totem would gain this bonus to all wild empathy checks on Felines), and a +8 bonus on all Wild empathy checks made to affect animals of the specific type as their totem beast.</p><p><strong>Skinwalking (Su):</strong> Starting at 1st level, learns the secrets of skinwalking, and after spending 24 hours to specially prepare and cleanse a hide made of their totem beasts fur/feathers/scales and make a Profession (furrier) DC 20 check to craft one, the skinwalker can when wearing it use wild shape to take the form of their totem beast, which when used appears to burst out of the skin of the skinwalker. This ability otherwise functions exactly like a druids wild shape ability. At 1st level this power is usable once per day, but the skin walker gains an additional use per day at 3rd, 5th, and 7th. Upon reaching 9th level a skinwalker can wild shape into their totem beast at will. Should a skinwalker lose their cloak they cannot skinwalk until they produce and prepare a new one.</p><p><strong>Animal Sense (Su):</strong> At 2nd level, a skinwalker can at will, sense any animals of their totem beast’s type (felines, canines, ursine, avian, rodent etc.) not the specific totem animal type within a radius of 400 feet +40 ft. per level of the skinwalker. This ability otherwise works exactly like the Detect animals or plants spell (though plants cannot be detected) as if cast be a druid of their character level. </p><p><strong>Animal Speech (Ex):</strong> At 2nd level, a skinwalker can converse at will with any animals of their totems type (canine, felines, ursine, avian, rodent and so forth) within sight as though, a speak by animals spell were in effect. Responses of course are limited by the animal’s intelligence. To all observers the skinwalker and animal make animal sounds that are otherwise unintelligible.</p><p><strong>Far speech (Sp):</strong> At 4th level, a skinwalker can use her animal speech ability to converse telepathically with any of his totem animal’s type (canine, felines, ursine, avian, rodent and so forth) she can detect via her Animal sense ability.</p><p><strong>Summon Animal (Sp):</strong> Starting at 4th level, a skinwalker can summon 1d3 animals of his totems type (canine, felines, ursine, avian, rodent and so forth) once per day. This ability functions like a summon natures ally spell, and the summoned animals remain for 1 round per character level. At 6th level, the skinwalker can use this ability twice per day, and at 8th level, she can use this ability twice per day to summon 1d3 dire animals of his totems type.</p><p><strong>Animal Perception (Ex):</strong> At 6th level, a skinwalker can share the sensory input of any animal of his totems type (canine, felines, ursine, avian, rodent and so forth) within the range of her Animal Sense ability. The skinwalker can see, smell, and hear through the animals as if they were actually present. A skinwalker can only sense through one particular animal at a time, and can switch to another in the area as a move action once per round.</p><p><strong>Animal Trait (Su):</strong> Upon reaching 9th level, the skinwalker is so akin to their totem beast that they gain some bestial trait from their totem beast that changes them in some way. All skinwalkers appear more feral now and share some feature of their totem beast (yellow eyes, excessive hair grow, sharp teeth, tendency to move on all fours) and so forth. The type of bonus depends on the skinwalkers totem.</p><p><em>Crow:</em> A skinwalker with the Crow as her totem is very curious and agile by nature, and are prone to scream at the top of their lungs when angered. All skinwalkers with the crow as their totem beast gain Weapon Finesse as a bonus feat.</p><p><em>Hawk:</em> A skinwalker with the Hawk as her totem is very observant and their eyes rarely miss a thing. All skinwalkers with the Hawk as their totem gain the Skill Focus (Spot) as a bonus feat.</p><p><em>Wolf:</em> A skinwalker with the Wolf as her totem is a good team player, and exhibit a predatory cunning and persistence and have very good senses. All skinwalkers gain the Scent special ability as if it were a bonus feat. </p><p><em>Fox:</em> A skinwalker with the Fox as her totem is skittish and nervous though quick to react. All skinwalkers with the Fox as their totem gain the Improved Initiative as a bonus feat.</p><p><em>Otter:</em> A skinwalker with the Otter as her totem is constructive, creative and capable of holding their breath underwater for a very long time. All skinwalkers with the Otter as their totem can hold their breath underwater for 6x their constitution score.</p><p><em>Horse:</em> A skinwalker with the Horse as her totem is energetic and eager to be on the move. All skinwalkers with the Horse as their totem have base movement increased by +10 ft. and gain the Endurance feat as a bonus feat.</p><p><em>Boar:</em> A skinwalker with the Boar as her totem is bad tempered and tenacious people. All skinwalkers with the boar as their totem can fight while disabled or dying without penalty. They still however die when reaching –10 hit points.</p><p><em>Badger:</em> A skinwalker with the Badger as her totem is single minded and determined, and when swayed from their path they tend to fly into a furious rage. All skinwalkers with the badger as their totem can when damaged, choose once per day to rage exactly as the Barbarians rage class ability, with the exception that they cannot choose to end the rage voluntarily.</p><p><em>Mountain Lion:</em> A skinwalker with the Mountain Lion as her totem is territorial and predatory, fearless and strong. A skinwalker with the Lion as their totem gains the Improved Grapple feat as a free bonus feat to reflect their skill at bringing their foes down.</p><p><em>Brown Bear:</em> A skinwalker with the Brown Bear as her totem is strong, ill tempered and territorial. A skinwalker with the bear as their totem can once per day make a mighty strike adding an extra +1d6 damage to any melee attack they make.</p><p><em>Rat:</em> A skinwalker with the Rat as her totem is nervous and has a strong flight over fight response. A skinwalker with the rat as their totem gains the Stealthy Feat.</p><p><em>Owl:</em> A skinwalker with the Owl as her totem is very alert; though not quick to act unless they are sure of the course their actions will take them. A skinwalker with the owl as her totem gains the Skill focus (Listen) as a bonus feat.</p><p><strong>Spontaneous Reincarnation (Totem) (Sp):</strong> The final benefit a skinwalker gains at 10th level, is the benefit of rebirth. Should a skinwalker die in the course of their adventures an hour after their death the skinwalker is reborn at the site of their demise, bursting forth from their remains newly reborn as an animal of the specific type their totem was of, at a level equal to what their level was at the time of death minus 1. In this reincarnated form the skinwalker is physically (Str, Dex, Con) as the animal they appear as, gaining its movement forms, natural attacks, extraordinary special attacks and qualities. Mentally (Int, Wis, Cha) the skinwalker stays as they were, retaining all memories and knowledge from their previous life, feats, skill ranks, base saves, base attack bonus, class abilities and so forth. The skinwalker is unable to spellcast as an animal however due to their lack of an ability to speak, however the skinwalker may choose one spell from each spell level they were able to cast and gain the chosen spell as a spell-like ability they may use once per day each at their level. A Skinwalker is reincarnated as its totem beast up to a number of times equal to its Wisdom modifier, after that its death is final unless resurrected or otherwise brought back by magic. Is a skinwalkers remains are destroyed either as the cause of their death or after their death they cannot benefit from their spontaneous reincarnation and instead stay dead.</p><p></p><p>Wild Elf Skinwalker Advancement:</p><p>Level Attack Fort Ref Will Special Spells per Day</p><p>1st +0 +2 +2 +0 Spiritual Fetish, Skinwalking 1/day, Totem Empathy +1 level of Divine Class</p><p>2nd +1 +3 +3 +0 Animal Sense, Animal Speech -</p><p>3rd +2 +3 +3 +1 Skinwalking 2/day +1 level of Divine Class</p><p>4th +3 +4 +4 +1 Animal Far speech, Summon Animal 1/day -</p><p>5th +3 +4 +4 +1 Skinwalking 3/day +1 level of Divine Class</p><p>6th +4 +5 +5 +2 Summon Animal 2/day, Animal Perception -</p><p>7th +5 +5 +5 +2 Skinwalking 4/day +1 level of Divine Class</p><p>8th +6 +6 +6 +2 Summon Animal (Dire) 2/day, Animal Trait -</p><p>9th +6 +6 +6 +3 Skinwalking at will +1 level of Divine Class</p><p>10th +7 +7 +7 +3 Spontaneous reincarnation (Totem) -</p></blockquote><p></p>
[QUOTE="Neo, post: 1540321, member: 4139"] [b]Wild Elf Skinwalker:[/b] Some green elven priests of Rillifane Rallathil and occasionally one of the other nature oriented deities of the Seldarine live apart from their brethren, seeking out a solitary existence in the forest. Those who follow this path long enough are taught the secret rituals of skin walking by older priests. Skinwalking is a special magical form of shape changing that involves using hides and other animal parts to transform into an animal form. Other green elves tend to avoid skinwalkers, but turn to them in times of crisis, or for advice on major problems confronting the tribe. Although the green tribes are fearful of the skinwalkers, they nevertheless treat them with a great deal of respect as they are said to be dangerous and uncontrollable. Skinwalkers exist to help their tribes in times of danger, and to learn more about the works of nature. . [b]Hit Die:[/b] d8 [b]Requirements[/b] To qualify to become a Wild Elf Skinwalker, a character must fulfil all of the following criteria: [b]Alignment:[/b] Chaotic Good [b]Patron:[/b] Rillifane Rallathil, Solonor Thelandira, and Erevan Ilesere [b]Race:[/b] Wild (Green) Elf [b]Base Attack Bonus:[/b] +3 [b]Skills:[/b] Knowledge (nature) 10 ranks, Survival 6 ranks. [b]Feats:[/b] Self Sufficient [b]Spellcasting:[/b] A skinwalker must be able to cast 3rd level divine spells. [b]Special:[/b] Must be accepted by an existing skinwalker, who will then teach them the secret traditions and rituals. A candidate must also spend several nights in the wild, during which time their totem animal will appear to them. They then follow the beast for several more days to learn his ways and gain enlightenment. Must also have the Wild Empathy class feature. The totem that turns up is determined by rolling on the following table: [b]D12 Animal[/b] 1 Crow 2 Hawk 3 Wolf 4 Fox 5 Otter 6 Horse 7 Boar 8 Badger 9 Mountain Lion 10 Brown Bear 11 Rat 12 Owl [b]Class Skills[/b] The Wild Elf Skinwalker class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Swim (Str). [b]Skill Points at Each Level:[/b] 4 + Int modifier. [b]Class Features[/b] All the following are class features of the Wild Elf Skinwalker prestige class: [b]Weapon and Armour Proficiency:[/b] A Wild Elf Skinwalker is proficient with no additional arms or armours. [b]Spells per Day:[/b] A skinwalker’s training focuses on magic that will enhance her or summon animals. Thus, when a character gains every third level of skinwalker after first, she gains new spells per day as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however gain any other benefit a character of that class would have gained (improved animal companion, for example). If a character had more than one divine spellcasting class before she became a skinwalker, she must decide to which class she adds each level of skinwalker for purposes of determining spells per day when she adds the new level. [b]Spiritual Fetish (Su):[/b] All skinwalkers on 1st level gather together a variety of plants, feathers, beads and claws in order to make a spiritual fetish. These items are kept in a small leather pouch and worn on a cord around the skinwalkers neck at all time. It is said that the fetish helps ward off evil magic and indeed while worn a skinwalker gains their Charisma bonus (if positive) on all saving throws against spells and spell-like effects. [b]Totem Empathy (Ex):[/b] A skinwalker due to her enlightened state regarding their totem beast gains a +4 bonus to Wild Empathy checks relating to animals of the same type as their totem beast (e.g. a skinwalker with Mountain Lion as a totem would gain this bonus to all wild empathy checks on Felines), and a +8 bonus on all Wild empathy checks made to affect animals of the specific type as their totem beast. [b]Skinwalking (Su):[/b] Starting at 1st level, learns the secrets of skinwalking, and after spending 24 hours to specially prepare and cleanse a hide made of their totem beasts fur/feathers/scales and make a Profession (furrier) DC 20 check to craft one, the skinwalker can when wearing it use wild shape to take the form of their totem beast, which when used appears to burst out of the skin of the skinwalker. This ability otherwise functions exactly like a druids wild shape ability. At 1st level this power is usable once per day, but the skin walker gains an additional use per day at 3rd, 5th, and 7th. Upon reaching 9th level a skinwalker can wild shape into their totem beast at will. Should a skinwalker lose their cloak they cannot skinwalk until they produce and prepare a new one. [b]Animal Sense (Su):[/b] At 2nd level, a skinwalker can at will, sense any animals of their totem beast’s type (felines, canines, ursine, avian, rodent etc.) not the specific totem animal type within a radius of 400 feet +40 ft. per level of the skinwalker. This ability otherwise works exactly like the Detect animals or plants spell (though plants cannot be detected) as if cast be a druid of their character level. [b]Animal Speech (Ex):[/b] At 2nd level, a skinwalker can converse at will with any animals of their totems type (canine, felines, ursine, avian, rodent and so forth) within sight as though, a speak by animals spell were in effect. Responses of course are limited by the animal’s intelligence. To all observers the skinwalker and animal make animal sounds that are otherwise unintelligible. [b]Far speech (Sp):[/b] At 4th level, a skinwalker can use her animal speech ability to converse telepathically with any of his totem animal’s type (canine, felines, ursine, avian, rodent and so forth) she can detect via her Animal sense ability. [b]Summon Animal (Sp):[/b] Starting at 4th level, a skinwalker can summon 1d3 animals of his totems type (canine, felines, ursine, avian, rodent and so forth) once per day. This ability functions like a summon natures ally spell, and the summoned animals remain for 1 round per character level. At 6th level, the skinwalker can use this ability twice per day, and at 8th level, she can use this ability twice per day to summon 1d3 dire animals of his totems type. [b]Animal Perception (Ex):[/b] At 6th level, a skinwalker can share the sensory input of any animal of his totems type (canine, felines, ursine, avian, rodent and so forth) within the range of her Animal Sense ability. The skinwalker can see, smell, and hear through the animals as if they were actually present. A skinwalker can only sense through one particular animal at a time, and can switch to another in the area as a move action once per round. [b]Animal Trait (Su):[/b] Upon reaching 9th level, the skinwalker is so akin to their totem beast that they gain some bestial trait from their totem beast that changes them in some way. All skinwalkers appear more feral now and share some feature of their totem beast (yellow eyes, excessive hair grow, sharp teeth, tendency to move on all fours) and so forth. The type of bonus depends on the skinwalkers totem. [i]Crow:[/i] A skinwalker with the Crow as her totem is very curious and agile by nature, and are prone to scream at the top of their lungs when angered. All skinwalkers with the crow as their totem beast gain Weapon Finesse as a bonus feat. [i]Hawk:[/i] A skinwalker with the Hawk as her totem is very observant and their eyes rarely miss a thing. All skinwalkers with the Hawk as their totem gain the Skill Focus (Spot) as a bonus feat. [i]Wolf:[/i] A skinwalker with the Wolf as her totem is a good team player, and exhibit a predatory cunning and persistence and have very good senses. All skinwalkers gain the Scent special ability as if it were a bonus feat. [i]Fox:[/i] A skinwalker with the Fox as her totem is skittish and nervous though quick to react. All skinwalkers with the Fox as their totem gain the Improved Initiative as a bonus feat. [i]Otter:[/i] A skinwalker with the Otter as her totem is constructive, creative and capable of holding their breath underwater for a very long time. All skinwalkers with the Otter as their totem can hold their breath underwater for 6x their constitution score. [i]Horse:[/i] A skinwalker with the Horse as her totem is energetic and eager to be on the move. All skinwalkers with the Horse as their totem have base movement increased by +10 ft. and gain the Endurance feat as a bonus feat. [i]Boar:[/i] A skinwalker with the Boar as her totem is bad tempered and tenacious people. All skinwalkers with the boar as their totem can fight while disabled or dying without penalty. They still however die when reaching –10 hit points. [i]Badger:[/i] A skinwalker with the Badger as her totem is single minded and determined, and when swayed from their path they tend to fly into a furious rage. All skinwalkers with the badger as their totem can when damaged, choose once per day to rage exactly as the Barbarians rage class ability, with the exception that they cannot choose to end the rage voluntarily. [i]Mountain Lion:[/i] A skinwalker with the Mountain Lion as her totem is territorial and predatory, fearless and strong. A skinwalker with the Lion as their totem gains the Improved Grapple feat as a free bonus feat to reflect their skill at bringing their foes down. [i]Brown Bear:[/i] A skinwalker with the Brown Bear as her totem is strong, ill tempered and territorial. A skinwalker with the bear as their totem can once per day make a mighty strike adding an extra +1d6 damage to any melee attack they make. [i]Rat:[/i] A skinwalker with the Rat as her totem is nervous and has a strong flight over fight response. A skinwalker with the rat as their totem gains the Stealthy Feat. [i]Owl:[/i] A skinwalker with the Owl as her totem is very alert; though not quick to act unless they are sure of the course their actions will take them. A skinwalker with the owl as her totem gains the Skill focus (Listen) as a bonus feat. [b]Spontaneous Reincarnation (Totem) (Sp):[/b] The final benefit a skinwalker gains at 10th level, is the benefit of rebirth. Should a skinwalker die in the course of their adventures an hour after their death the skinwalker is reborn at the site of their demise, bursting forth from their remains newly reborn as an animal of the specific type their totem was of, at a level equal to what their level was at the time of death minus 1. In this reincarnated form the skinwalker is physically (Str, Dex, Con) as the animal they appear as, gaining its movement forms, natural attacks, extraordinary special attacks and qualities. Mentally (Int, Wis, Cha) the skinwalker stays as they were, retaining all memories and knowledge from their previous life, feats, skill ranks, base saves, base attack bonus, class abilities and so forth. The skinwalker is unable to spellcast as an animal however due to their lack of an ability to speak, however the skinwalker may choose one spell from each spell level they were able to cast and gain the chosen spell as a spell-like ability they may use once per day each at their level. A Skinwalker is reincarnated as its totem beast up to a number of times equal to its Wisdom modifier, after that its death is final unless resurrected or otherwise brought back by magic. Is a skinwalkers remains are destroyed either as the cause of their death or after their death they cannot benefit from their spontaneous reincarnation and instead stay dead. Wild Elf Skinwalker Advancement: Level Attack Fort Ref Will Special Spells per Day 1st +0 +2 +2 +0 Spiritual Fetish, Skinwalking 1/day, Totem Empathy +1 level of Divine Class 2nd +1 +3 +3 +0 Animal Sense, Animal Speech - 3rd +2 +3 +3 +1 Skinwalking 2/day +1 level of Divine Class 4th +3 +4 +4 +1 Animal Far speech, Summon Animal 1/day - 5th +3 +4 +4 +1 Skinwalking 3/day +1 level of Divine Class 6th +4 +5 +5 +2 Summon Animal 2/day, Animal Perception - 7th +5 +5 +5 +2 Skinwalking 4/day +1 level of Divine Class 8th +6 +6 +6 +2 Summon Animal (Dire) 2/day, Animal Trait - 9th +6 +6 +6 +3 Skinwalking at will +1 level of Divine Class 10th +7 +7 +7 +3 Spontaneous reincarnation (Totem) - [/QUOTE]
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