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View Full Version : Skin Walker [PF] [PRC] [Crossroads]



Admiral Squish
2013-07-02, 08:09 PM
Skin-Walker
Designed for Crossroads: the New World (http://www.giantitp.com/forums/showthread.php?t=269334)
http://th04.deviantart.net/fs71/PRE/i/2011/230/8/3/skinwalker_by_igorsan-d470v92.jpg

Prerequisites:
BaB: +4
Magic: Caster Level 3rd.
Culture: Any Native

HD: d10
Skills: Acrobatics, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (History, Local, Nature, Planes, Religion), Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim.
{table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting

1st|+0|+2|+2|+0|Totem Hide, Fusion I|-

2nd|+1|+3|+3|+0|Beast Senses|+1 level of existing spellcasting class

3rd|+2|+3|+3|+1|Fusion II|-

4th|+3|+4|+4|+1|Beast Tongue|+1 level of existing spellcasting class

5th|+3|+4|+4|+1|Fusion III|-

6th|+4|+5|+5|+2|Spirit Senses|+1 level of existing spellcasting class

7th|+5|+5|+5|+2|Fusion IV|-

8th|+6|+6|+6|+2|Spirit Tongue|+1 level of existing spellcasting class

9th|+6|+6|+6|+3|Fusion V|-

10th|+7|+7|+7|+3|Harmonious Totem|+1 level of existing spellcasting class[/table]


Totem Hide: At first level, a skin walker must undergo a ritual to acquire his totem hide. He must hunt and kill the creature of his totem hide by himself and immediately perform a ritual to keep the creature‘s soul in the spirit world. Then he must skin the animal, doing as little damage to the hide as possible, and remove all the bones, organs and flesh. The hide, still fresh and raw is then treated with a combination of leatherworking techniques and magic, making it the appropriate size and shape for the skin walker to wear as a totem hide. The totem hide is worn with the animal’s head over your own, and the rest of the hide draped down your back and shoulders, all the fur, scales, horns, claws and teeth still intact. The totem hide occupies space on the body as a (Cape? Helmet?). The totem hide itself has some special qualities that vary between types. The types, and their qualities, are discussed below. Wearing a totem hide allows you to access all the class features of this class, but some communities may see one wearing a totem hide as an evil witch or dark shaman.

Bear: A bear totem hide can be made from any variety of bear. Black bears, grizzly bears, polar bears, even short-faced bears. While wearing a bear totem hide, you gain a +1 bonus to melee damage rolls.

Buffalo: A buffalo totem hide is made from a buffalo. While wearing a buffalo totem hide, you gain a +1 bonus to CMD.

Crocodile: A crocodile totem hide is made from a crocodile or alligator, and the wearer’s lower face looks out from between the crocodile‘s jaws. While wearing a crocodile totem hide, you gain a +2 bonus to swim checks.

Horse: A horse totem hide is made from any sort of horse, though wild horses are generally preferred. While wearing a horse totem hide, your base land speed increases by 5 feet.

Jaguar: A jaguar totem hide is actually made from any sort of large, predatory cat, including puma, panthers, jaguars, and saber-toothed cats, even lions and tigers in more exotic locations. The wearer‘s mouth emerges through the still-intact jaws of the big cat. While wearing a jaguar totem hide, you gain a +2 bonus on hide checks.

Mammoth: A mammoth totem hide is drastically shrunken from it’s natural size to fit a humanoid wearer. While wearing a mammoth totem hide you gain a +1 on all strength checks.

Walrus: A walrus totem hide is extremely thick and heavy, nearly four inches thick in places, with tusks jutting down from the head to frame the wearer‘s lower jaw. While wearing walrus hide armor, your armor bonus to AC increases by +1.

Wolf: A wolf totem hide can be taken from any canine, including coyotes or even dogs, though wolves are the most common. The head fits over the upper half of the wearer’s head, their mouth emerging between the wolf’s jaws. While wearing a wolf totem hide, you gain a +2 bonus to listen checks.


Fusion: A skin walkers most notable ability is to fuse themselves with the spirit of their totem hide, to gain the powers of the animal it was taken from, using the totem hide as a conduit for the spirit. A skin walker must be wearing their totem hide to use this ability. They can enter or exit this fusion state as a swift action, and can remain in it for a number of rounds each day equal to their skin walker class level x2, plus their charisma modifier, divided up as they choose.. The exact benefits of this state is different from one animal to another, and are detailed below.

Bear:
I While fused, the skin walker gains a +2 bonus to strength , a +1 bonus to natural armor, and two primary claw attacks that deal 1d6 points of damage (for medium skin walkers). These claws gain a +1 enhancement bonus to attack and damage rolls for every two class levels the skin-walker possess. At this level, the totem hide molds itself to the skin walker’s body, and the bear’s claws engulf the skin walker’s hands.
II While fused, the skin walker gains a +2 bonus increases to constitution, and the bonus to natural armor increases to +2. The skin-walker gains the benefits of the improved grapple feat while fused. At this level, the hide expands slightly when fused, engulfing more of the skin walker’s arms and sides.
III While fused, the skin walker’s strength bonus increases to +4, and the bonus to natural armor increases to +3. At this level the skin walker’s claws gain the grab special ability, which includes a +4 bonus to combat maneuver checks made to start or maintain a grapple (This ability replaces the improved grapple ability mentioned above). At this level, the hide expands further, completely covering the arms, shoulders, and the upper chest.
IV While fused, the skin walker’s constitution bonus increases to +4, and the bonus to natural armor increases to +4. The skin-walker gains a bite attack that deals 1d6 points of damage. This bite has the same enhancement bonus as the skin walker’s claws. At this level, the hide expands up from the chest, spontaneously reforming the bear’s lower jaw, and completely covers the skin walker’s torso and some of his legs.
V While fused, the skin walker’s strength bonus increases to +6, and the bonus to natural armor increases to +5. At this level, the skin walker is completely engulfed by the totem hide while fused, looking for all the world like a bear-human hybrid.


Buffalo:
I While fused, the skin walker gains a +2 bonus to strength, a +1 bonus to natural armor, and a primary gore attack that deals 1d8 points of damage (for medium skin walkers). This gore gains a +1 enhancement bonus to attack and damage rolls for every 2 class levels the skin walker possess. At this level, the totem hide molds to the wearer’s body, coving his shoulders, back, and upper arms.
II While fused, the skin walker gains a +2 bonus to constitution, and the bonus to natural armor increases to +2. The skin walked gains the benefit of the improved overrun feat while fused. At this level, the hide expands slightly, engulfing more of the skin’s arms and seemingly increasing the bulk of the skinwalker’s shoulder.
III While fused, the skin walker’s strength bonus increases to +4, and the bonus to natural armor increases to +3. The skin walker gains the benefits of the improved bull rush feat while fused. At this level, the hide expands further, reaching around to engulf the skin walker’s shoulders and arms entirely, and begins to cover the legs.
IV While fused, the skin walker’s constitution bonus increases to +4, and the bonus to natural armor increases to +4. While fused, the skin walker gains a trample attack that deals 1d8+(1.5x str mod) damage, but can be used on creatures of the same size as the skin walker. At this level, the skin walker’s hide completely covers their legs, growing large, heavy hooves under the foot, and engulfs the skin walker’s chest, leaving only their stomach and lower jaw uncovered.
V While fused, the skin walker’s strength bonus increases to +6, and the bonus to natural armor increases to +5. At this level, the skin walker’s body is completely engulfed by the totem hide, looking like a hybrid of man and buffalo.


Crocodile:
I While fused, the skin walker gains a +2 bonus to strength, and a +1 bonus to natural armor and a primary bite attack that deals 1d8 points of damage (for medium skin walkers). This bite attack gains a +1 enhancement bonus to attack and damage rolls for every 2 class levels the skin walker possesses. At this level, the totem hide molds to the skinwalker’s body, the crocodile’s jaws coming to life.
II While fused, the skin walker gains a +2 bonus to constitution, and the bonus to natural armor increases to +2. The skin walker gains the benefits of the improved grapple feat while fused. At this level, the hide expands slightly down the skin walker’s neck and back.
III While fused, the skin walker’s strength bonus increases to +4, and the bonus to natural armor increases to +3. The skin walker’s bite gains the grab special ability, which includes a +4 bonus to combat maneuver checks made to start or maintain a grapple (this ability replaces the improved grapple ability mentioned above). At this level, the hide expands further, creeping down to cover his upper arms and chest.
IV While fused, the skin walker’s constitution bonus increases to +4, and the bonus to natural armor increases to +4. While fused, if the skin walker makes a successful grapple check against a creature of his size or smaller, he can make a death roll, dealing bite damage and knocking the target prone. If successful, the skin walker maintains the grapple. At this level, the hide expands further, going down the arms to the wrists, and completely encompassing the torso.
V While fused, the skin walker’s strength bonus increases to +6, and the bonus to natural armor increases to +5. At this level, the totem hide completely engulfs the skin walker, making them look like a hybrid of man and crocodile.


Horse: (Not sure if done)
I While fused, the skin walker gains a +2 bonus to constitution, and two slam attacks that deal 1d6 points of damage (for medium skin walkers). The slam attacks gain a +1 enhancement bonus to attack and damage rolls for every 2 class levels the skin walker possesses. At this level, the hide molds to the skin walker’s body, the arms and legs wrapping themselves around the skin walker’s. The skinwalker’s hands darken, becoming harder and more hoof-like.
II While fused, the skin walker gains a +2 bonus to strength. The skin walker’s base land speed gains a +10 foot bonus. The skin walker gains the benefits of the endurance feat while fused. At this level, the hide expands to cover the the skin walker’s forearms and legs.
III While fused, the skin walker’s constitution bonus increase to +4. The skin walker gains the benefits of the run feat while fused. At this level, the hide expands to completely engulf the skin walker’s arms and legs, and begins to cover the shoulders and sides.
IV While fused, the skin walker’s strength bonuses increase to +4. The skin walker’s land speed bonus increases to +20 feet. At this level, the hide completely covers the warrior’s limbs, shoulders, and stomach.
V While fused, the skin walker’s strength and constitution bonuses increase to +6. At this level, the hide completely engulfs the skin walker’s form, making them look like a hybrid of man and horse.


Jaguar:
I While fused, a skin walker gains a +2 bonus to dexterity, one primary bite attack that deals 1d6 points of damage and two secondary claw attacks that deal 1d4 points of damage (for medium skin walkers). These natural weapons gain a +1 enhancement bonus to attack and damage rolls for every 2 class levels the skin walker possesses. At this level, the skin walker’s hide molds itself to the skin walker’s body, the cat’s limbs covering the skin walker’s hands and bringing the cat’s jaw to life.
II While fused, the skin walker gains a +2 bonus to strength. While fused, the skin walker gains the benefits of the improved grapple feat. At this level, the hide expands, fully covering the forearms and expanding down the neck.
III While fused, the skin walker’s dexterity bonus increases to +4. While fused, the skin walker gains the pounce ability, and can attack with all his natural weapons when charging. At this level, the hide expands to the legs, engulfing the lower legs as the upper chest becomes covered.
IV While fused, the skin walker’s strength bonus increases to +4. While fused, the skin walker’s bite attack gains the grab special ability, which includes a +4 bonus to combat maneuver checks to start or maintain a grapple (this replaces the improved grapple ability mentioned above). At this level, the hide fully covers the chest, arms and legs of the skin walker, leaving only a gap over the stomach.
V While fused, the skin walker’s dexterity bonus increases to +6. The skin walker can make two rake attacks when pouncing. These rakes have identical attack and damage rolls as the skin walker’s claw attacks. At this level, the hide fully engulfs the skin walker, making them look like a hybrid of man and cat.


Mammoth:
I While fused, the skin walker gains a +2 bonus to strength and a +1 bonus to natural armor. The skin walker gains a gore attack that deals 1d6 points of damage and two slam attacks that deals 1d4 points of damage (for medium skinwalkers). These natural attacks gain a +1 enhancement bonus to attack and damage rolls for every 2 class levels the skin walker possesses. At this level, the hide molds to the skin walker’s body, wrapping the skin walker’s arms and shoulders.
II While fused, the skin walker gains a +2 bonus to constitution, and the natural armor bonus increases to +2. While fused, the skin walker gains the benefits of the improved overrun feat. At this level, the skin walker’s hide expands, covering the shoulders and upper chest and starting to reach down the back.
III while fused, the skin walker’s strength bonus increases to +4, and the natural armor bonus increases to +3. While fused, the skin walker’ body expands, increasing the skin walker’s size category by one. The damage dealt by the skin walker’s natural weapons increases by one die size. At this level, the skin walker’s hide expands further, completely covering the chest and shoulders as the body expands.
IV While fused, the skin walker’s constitution bonus increases to +4, and the natural armor bonus increases to +4. While fused, the skin walker gains a trample attack that deals 2d6+ (1.5 x str mod) damage, that can be used on creatures of the skin walker’s size. At this level, the hide expands further still, covering the legs.
V While fused, the skin walker’s strength bonus increases to +6, and the natural armor bonus increases to +5. At this level, the hide completely covers the skin walker, making him look like a hybrid of human an mammoth.


Walrus:
I While fused, the skin walker gains a +2 bonus to strength and a +1 bonus to natural armor. The skin walker gains a gore attack that deals 1d8 points of damage. This gore attack gains a +1 enhancement bonus to attack and damage rolls for every 2 class levels the skin walker possesses. At this level, the hide molds to the skin walker’s body, covering their back and shoulders.
II While fused, the skin walker’s gains a +2 bonus to constitution, and the natural armor bonus increases to +2. While fused, the skin walker gains the benefits of the improved overrun feat. At this level, the hide expands a bit, creeping around the sides of the wearer’s chest.
III While fused, the skin walker’s strength bonus increases to +4, and the natural armor bonus increases to +3. While fused, the skin walker gains the benefits of the power attack feat. At this level, the hide expands further still, reaching down over their shoulders and upper arms until their upper chest is covered.
IV While fused, the skin walker’s constitution bonus increases to +4, and the natural armor bonus increases to +4. While fused, the skin walker gains a trample attack that deals 1d8+ (1.5x str damage), but can be used on creatures of the skin walker’s size. At this level, the totem hide expands to completely cover the skin walker’s chest, starting to cover the skin walker’s legs.
V While fused, the skin walker’s strength bonus increases to +6, and the natural armor bonus increases to +5. At this level, the totem hide expands to completely engulf the skin walker, making them look like a hybrid of human and walrus.


Wolf:
I While fused, the skin walker gains a +2 bonus to constitution and a +1 bonus to natural armor. The skin walker gains a primary bite attack that deals 1d8 points of damage. This bite attack gains a +1 enhancement bonus to attack and damage rolls for every 2 class levels the skin walker possesses. At this level, the totem hide molds itself to the skin walker’s body,
II While fused, the skin walker gains a +2 bonus to dexterity, and the skin walker gains a +10 foot bonus to base land speed. While fused, the skin walker gains the benefits of the improved trip feat. At this level, the totem hide expands slightly to cover the shoulders and upper arms.
III While fused, the skin walker’s constitution bonus increases to +4, and the natural armor bonus increases to +2. While fused, the skin walker gains blindsense out to 30 feet. At this level, the hide expands further, completely engulfing the skin walker’s shoulders and extending further down the arms, beginning to reach toward the legs.
IV While fused, the skin walker’s dexterity bonus increases to +4, and the skin walker’s land speed bonus increases to +20 feet. At this level, the skin walker’s bite attack gains the trip special ability. At this level, the totem hide expands further, completely covering their legs and upper chest.
V While fused, the skin walker’s constitution bonus increases to +6. At this level, the totem hide completely engulfs the skin walker, making them look like a hybrid of human and wolf.


Beast Senses: The skin walker gains Scent and Low-Light vision while wearing their totem hide

Beast tongue: The skin walker can speak with animals of the totem hide’s type, as with the speak with animals spell, while wearing their totem hide.

Spirit Senses: The skin walker gains the ability to see spirits while wearing their totem hide.

Spirit Tongue: The skin walker gains the ability to speak directly with spirits, including the spirit of your totem hide, and can commune with the Named Spirit of your totem hide‘s type.

Harmonious Totem: While wearing your totem hide, you gain a +2 to your hide’s associated ability score, even when not fused. The hide’s associated ability score is the ability score that fusion improves at 1st level.

Admiral Squish
2013-07-02, 08:19 PM
So, this is my first draft of the skin walker prestige class. The idea changed a lot from when I started, from a wildshape PRC to a more specific kind of gish thing. But I like where it ended up.

Is '3rd level non-arcane spellcaster' a legitimate prerequisite? I don't want this open to wizards or warlocks, but the class I'm trying to base this out of, medicine man (see crossroads thread), isn't really arcane or divine. Also, I'm not sure if 1/2 is an appropriate advancement for the spellcasting.

Anyways, I'm not quite sure of the power level. Originally each fusion gave you a +10 to one ability score, but it didn't quite work in some cases, it seemed like it would be weird if the fusion left you with a higher mod than the base creature. But I also want them to be equally balanced. But now, +6 to one and +4 to another is a little worse than what a barbarian could get with regular rage.

SuperDave
2013-07-07, 11:38 AM
I think the Coyote totem should be separate from Wolf. They're very different animals, and occupy very different mental spaces (http://www.coyotekiva.org/coyote.html) in the Native mindscape. Coyote totemists could gain bonuses to dodge, feinting, and other combat maneuvers. Bonuses to charisma/bluff checks would also be appropriate for those who follow the Coyote Way.

Dogs definitely shouldn’t be allowed as totems; they’re servants, not warriors. They might be brave and dangerous in a fight, but they're tamed. Domesticated. Not hunters; not like wolves are. Same goes for horses, in my opinion.

Gaining the "Scent" ability doesn't seem very appropriate for an aquatic mammal. Maybe walrus-totems should get "Hold Breath" instead?

The skin should probably take up both the helm and cape slots. I tmight seem a little harsh, but it makes sense. This setting is not big on magic items (or even having lots of posessions in the first place), so it'll be less likely for the skin to take up an occupied slot, or prevent it from being filled with a plethora of cool items that the player has to give up. Besides, the spirit would be mightily offended if you tried to hide its beautiful fur under a cloak of plants (which are prey-food) or under a hat of the barbarians’ hardskin. In order for the magic to work, the spirit must be unrestrained and free.

By the way, does the spirit in the pelt ever communicate with the wearer? is this different from communing with the Named Spirit of that animal?

“3rd level non-arcane spellcaster” sounds like a legitimate prerequisite to me. It’s a little unusual, but it’s not broken or unfair to any class, I don’t think.

zabbarot
2013-07-07, 11:58 AM
I agree with Dave about the coyote and the dog, but not so much about the horse. Horse definitely should be a totem. I would like to see a bird up there though. Since they don't do full transformations flight isn't really an issue, but unbounded jumps, gliding, and talon attacks could be pretty cool.