~RANGER (SWORD DEVIL)~
Death vow (EX) At 1st level, a sword-devil may, as a swift action, focus all of her fury and determination on a single foe she swears to slay. She may do this once per day, plus one additional time per day at 4th and every 3 levels thereafter (7th, 10th, etc). The sword-devil gains a bonus on weapon attack and damage rolls equal to half her sword-devil level (minimum +1). The death vow effect remains until the target of her death vow is dead, or the next time the sword-devil rests and regains the use of this ability. This ability replaces favored enemy.Ex)
Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
~RACIAL~
Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.
Skill Modifiers Perception, wild empathy
Spell-Like Ability magic fang 1/day
Change Shape (Su, 5 RP): A skinwalker can change shape to and from a bestial form as a standard action. 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:
Bestial Features
Bite attack that deals 1d6 points of damage
2 claw attacks that each deal 1d4 points of damage
Darkvision 60 feet
+2 racial bonus on all saving throws
These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features.