MYTHIC FEROS |
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Stats for the various types?
All Skinwalkers get +2 in one stat and -2 in another. They only get the remaining +2 to another stat when they shift into their bestial form—sort of halfway between the full-hybrid of a lycanthrope and a human. There are core "racial traits," but I suspect more people will use the alternates given here:
Ancestry werebat
Typical Alignment NE
Ability Modifiers +2 Int, –2 Wis (+2 Dex while shapechanged)
Alternate Skill Modifiers Fly, Perception at night
Alternate Spell-Like Ability obscuring mist 1/day
Bestial Features
• Bite attack that deals 1d6 points of damage
• +4 racial bonus on Perception checks
• Scent to a range of 30 feet
• Treat falling damage as 20 feet less than it actually is
Ancestry werebear
Typical Alignment LG
Ability Modifiers +2 Con, –2 Cha (+2 Wis while shapechanged)
Alternate Skill Modifiers Climb, wild empathy
Alternate Spell-Like Ability calm animals 1/day
Bestial Features
• Bite attack that deals 1d6 points of damage
• 2 claw attacks that each deal 1d4 points of damage
• Climb speed of 20 feet
• Scent to a range of 30 feet
Ancestry wereboar
Typical Alignment CN
Ability Modifiers +2 Wis, –2 Cha (+2 Con while shapechanged)
Alternate Skill Modifiers Handle Animal, Perception
Alternate Spell-Like Ability speak with animals (pigs and boars only) 3/day
Bestial Features
• +10 foot racial bonus to base speed
• Gore attack that deals 1d6 points of damage
• 2 hoof attacks that each deal 1d4 points of damage
• Scent to a range of 30 feet
Ancestry werecrocodile
Typical Alignment NE
Ability Modifiers +2 Int, –2 Wis (+2 Str while shapechanged)
Alternate Skill Modifiers Stealth, wild empathy
Alternate Spell-Like Ability scare 1/day
Bestial Features
• Bite attack that deals 1d6 points of damage
• Darkvision to a range of 60 feet
• Swim speed of 30 feet
• Ferocity (Pathfinder RPG Bestiary 300)
Ancestry wererat
Typical Alignment LE
Ability Modifiers +2 Int, –2 Str (+2 Dex while shapechanged)
Alternate Skill Modifiers Handle Animal, Stealth in urban environments
Alternate Spell-Like Ability speak with animals (rodents only) 3/day
Bestial Features
• Bite attack that deals 1d6 points of damage
• Climb speed of 30 feet
• Distraction (Pathfinder RPG Bestiary 299)
• Scent to a range of 30 feet
Ancestry wereshark
Typical Alignment N
Ability Modifiers +2 Wis, –2 Int (+2 Con while shapechanged)
Alternate Skill Modifiers Perception, Swim
Alternate Spell-Like Ability charm animal (aquatic animals only) 3/day
Bestial Features
• Amphibious
• Bite attack that deals 1d6 points of damage
• Ferocity (Pathfinder RPG Bestiary 300)
• Swim speed of 30 feet
Ancestry weretiger
Typical Alignment NE
Ability Modifiers +2 Dex, –2 Wis (+2 Cha while shapechanged)
Alternate Skill Modifiers Acrobatics, Perception
Alternate Spell-Like Ability jump 1/day
Bestial Features
• Bite attack that deals 1d6 points of damage
• 2 claw attacks that each deal 1d4 points of damage
• +10-foot racial bonus to base speed
• See in darkness
Ancestry werewolf
Typical Alignment CE
Ability Modifiers +2 Con, –2 Int (+2 Wis while shapechanged)
Alternate Skill Modifiers Perception, wild empathy
Alternate Spell-Like Ability magic fang 1/day
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
Tinkergoth |
Oh yeah fluff wise I have no problem with it at all. It's more that it's an added complication. Not a major thing, but just something extra you have to remember. The bit that feels really odd to me is the idea of the mental scores boosting when they shift. Not sure why, but it strikes me as a strange design choice.
MYTHIC FEROS |
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lunar oracle mystery info?
Some Revelations include beast shape, becoming immune to lycanthropy, making a bridge out of moonlight, and using Charisma instead of Dexterity for AC and Reflex saves as you perceive the future before it occurs.
Final Revelation: Once per day, you can transform into a lycanthrope of your choice for a number of hours equal to your Charisma modifier, gaining all the powers of a natural lycanthrope of that type, including the ability to change shape between human, animal, and hybrid form. In addition, you become immune to mind-affecting and language-dependent effects, as well as effects that specifically target only humanoids.
MYTHIC FEROS |
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Now I got a bunch of ideas for new characters.
Were-Shark Monk.
Were-Tiger Rogue.
Were-Rat Alchemist.
Were-Crocodile Paladin.So I got a question: Are the Bestial Features always active or only during the shapeshift?
Only during shapeshift. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level. The spell-like ability and skill modifiers remain regardless of which form and all have low-light vision which is also constant.
Matrix Dragon |
Tinkergoth wrote:Hmmm. Not sure how I feel about the conditional ability score modifiers. Interesting though.I see it as an aspect of them being cursed.
The only part of them that annoys me is that conditional mental stats can't count towards bonus spells per day and such unless the character stays in best mode permanently.
Matrix Dragon |
xavier c wrote:lunar oracle mystery info?** spoiler omitted **
One thing that I find extremely interesting about the lunar oracle is that a level 20 one, in theory, could create *ANY* type of lycanthrope. It doesn't limit what type of lycanthrope he can turn into to just the primary types. Just pick an animal, turn into a were-version of it, and then infect someone.
An evil or reckless level 20 lunar oracle could infest the world with types of lycanthropy that it has never seen before without ever becoming infected himself (since he can become immune). An entire campaign could be built around stopping one of these.
Nate Z |
One thing that I find extremely interesting about the lunar oracle is that a level 20 one, in theory, could create *ANY* type of lycanthrope. It doesn't limit what type of lycanthrope he can turn into to just the primary types. Just pick an animal, turn into a were-version of it, and then infect someone.An evil or reckless level 20 lunar oracle could infest the world with types of lycanthropy that it has never seen before without ever becoming infected himself (since he can become immune). An entire campaign could be built around stopping one of these.
Mayhaps that's where all the different version came from...
Thanks for all the spoilers, folks. It helps tide me over until I get my e-mail...
doc the grey |
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Feros wrote:The only part of them that annoys me is that conditional mental stats can't count towards bonus spells per day and such unless the character stays in best mode permanently.Tinkergoth wrote:Hmmm. Not sure how I feel about the conditional ability score modifiers. Interesting though.I see it as an aspect of them being cursed.
I don't know, the thing I find most off putting is that they have spell-like abilities. I mean without some info from the book it feels like a cheap add on and out of place considering they are supposed to be descendents of lycanthropes who do not inherently have magical powers.
MythicFox |
Question on the form change. How long do they stay in their other form?
As long as they want, but they suffer social penalties when interacting with non-shapechangers and have to shift back if they want to change their active bestial trait (or stat bonus, in the case of the 'vanilla' skinwalker).
Tactical Monkey |
How bad are the Social Penalties? Like are we talking -1 to -3 penalties? Does it accumulate over time till your THAT Werebeast with the -20 to social interaction?
I wonder this as I wouldn't mind being in my shifter form for most of the time.
Also did the sharks get any cool stuff for like Feats or Class stuff? As they do look to be promising choice if I wanted to play Ranger, Inquisitor, or Monk.
Feros |
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How bad are the Social Penalties? Like are we talking -1 to -3 penalties? Does it accumulate over time till your THAT Werebeast with the -20 to social interaction?
I wonder this as I wouldn't mind being in my shifter form for most of the time.
Also did the sharks get any cool stuff for like Feats or Class stuff? As they do look to be promising choice if I wanted to play Ranger, Inquisitor, or Monk.
-4, and no it is a set level that does not accumulate. The wereshark-kin have some extra traits for combat maneuvers and swimming. They have some Magus Arcana that are complementary.
Feros |
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"Vanilla" skinwalker? Tell me more.
The part I left out is the non-heritage skinwalker get's only one bestial ability when she shifts (which she can choose from a limited list of three), but gets to CHOOSE WHICH PHYSICAL ABILITY GETS THE BONUS EACH TIME.
EDIT: I was tired last night and left that out.
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
Momo Kimura |
Hmm heritage or non-hertiage? Flexibility for one of your +2 Attributes, or a whole slew of nifty "gifts" from your heritage.
I suppose non-heritage can work out, still would keep the +2 STR and the Ferocity. After all if I remember correctly there is an Extra Heritage feat which I would put into getting 1D6 Bite.
-4 social penalty while choosing to remain shifted? Seems like a fair trade.
Paladile of Sobek! He will smite you with his holy teeth. :)
cartmanbeck RPG Superstar 2014 Top 16 |
Matrix Dragon |
Either I missed it or it hasn't been posted yet... what are the non-heritage base stat bonus and penalty? I'm assuming they're both mental, since you can choose the physical one. +2 Wis and -2 Cha maybe?
+2 Wisdom -2 Int actually. I think they focused more on Int penalties than Cha penalties because skinwalkers often live as barbarians or one the fringes of society. They are also more in control of their instincts than full lycanthropes. Some of the subtypes are exceptions though.
Matrix Dragon |
Matrix Dragon wrote:I don't know, the thing I find most off putting is that they have spell-like abilities. I mean without some info from the book it feels like a cheap add on and out of place considering they are supposed to be descendents of lycanthropes who do not inherently have magical powers.Feros wrote:The only part of them that annoys me is that conditional mental stats can't count towards bonus spells per day and such unless the character stays in best mode permanently.Tinkergoth wrote:Hmmm. Not sure how I feel about the conditional ability score modifiers. Interesting though.I see it as an aspect of them being cursed.
I can understand that. To me it seems like the designers were trying to make the skinwalkers into almost their own 'thing' rather than just watered down lycans. Some of them get some interesting mental bonuses that a normal lycanthrope of the same type wouldn't have.
My best guess is that it could be considered a side effect of the human and bestial sides of the person's bloodline mixing better than they do with a full lycanthrope. Some unusual abilities come out. Even if lycanthropes don't usually have spell like abilities, the curse itself is magical in nature.
Tactical Monkey |
-4, and no it is a set level that does not accumulate. The wereshark-kin have some extra traits for combat maneuvers and swimming. They have some Magus Arcana that are complementary.
Magus Arcana, not exactly the subrace I would have pegged for but it does sound interesting.
Wererats I can easily see being the most annoying Alchemists what with getting the monster rule Distraction whenever they would deal damage.
Feros |
Feros wrote:Really? Your Weretiger-kin spoiler at the top of this page shows +2 Cha while shifted. Typo?Tinkergoth wrote:So none of them have a standard bonus to Cha without shifting?None of them have a bonus the Cha with shifting, either.
Nope. That's just plain old non-mythic me making a stupid oversight. :P
You are absolutely correct: the weretigers are the charismatic ones (what do you expect; they're cats!) :)
Tinkergoth |
Awesome, thanks Feros. I'm considering a Fanglord Lunar Oracle, depending on what I think of it when I see the actual mystery. While I don't mind not having a permanent +2 to my stats (and our games tend to have fairly high point buy anyway), it certainly feels kind like it'd suit the flavour to have a lunar oracle with spells that become harder to resist when she's using her lycanthropic heritage.
Doctor Necrotic |
Anthony Adam wrote:Ravenloft 2: The Moonlight WeddingWow, that cover took me right back to Strahd on the Balcony holding his dead love interest in Ravenloft days - can't wait for the pdf of this one!
Looks like I10 House on Gryphon Hill has you beat. There's always room for a Ravenloft III though.
But yeah, Paizo knows how to make a great throwback. And from what I've seen on the forum, I can't wait to nab myself a copy.
Feros |
OK, messed up a little. You can choose from the list given in your heritage and take one while shapechanged. The list is more extensive for the heritages is all. However, there is a feat called Extra Feature that lets you have more than one bestial trait when you change. It can be taken multiple times and it stacks. There is also a feat (Fast Change) that reduces the change from standard action to move action.
This explains why you wouldn't want to stay in bestial form all day: if you want to swap out a racial trait, you have got to change.
Sorry, I was really tired when I did all those summaries. :(
Feros |
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Did Bats get any cool stuff in the Class/Feat department?
Werebat-kin stuff:
Fight with the Flock gives you a +1 bonus on Intimidate checks and attack rolls to make attack of opportunity when you are within 10 feet of at least two allies.
Precision Hearing lets you pinpoint the exact square where a creature you can’t see is whenever you succeed at a Perception check to hear and your check exceeds the DC by 10 or more.
Bat Shape allows you to take the form of a bat. You gain a +10 racial bonus on Disguise checks to appear as a bat. Changing from werebat-kin to bat shape is a standard action, just like bringing on your bestial form. If you wear a bat pelt—a magic item found in the guide—you may choose look like the bat whose skin you wear
instead of your normal bat form.
Bloodmarked Flight gives you an additional bestial feature: you can use
your change shape ability to gain wings and fly.
Dire Bat Shape requires you have Bat Shape and a BAB of +3. When you use Bat Shape to become a bat, you can choose to become a bat or a dire bat.
ACCURSED GLARE
School necromancy [curse]; Level antipaladin 3, sorcerer/wizard 3, witch 3
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes
You channel a fell curse through your glare. If the target fails its saving throw, it begins to obsessively second guess its actions and attract bad luck. Whenever the target attempts an attack roll or saving throw while the curse lasts, it must roll twice and take the lower result. While you cast this spell, an ally within range of the subject can attempt an Intimidate check as a move action (DC = save DC of this spell); on a success, the ally adds its own glare to yours, granting you a +2 bonus on your caster level check to overcome spell resistance (if any). Multiple allies can attempt Intimidate checks; this bonus stacks.
Essentially pugwampi-in-a-glare. >:)
Feros |
Do all forms have a shape feat? I would-be love a tiger shape feat :-)
Nope, just the werebats. If you think about it, it makes sense: bats are pretty inoffensive creatures. You have to be higher level to get the dire bat. Tigers are powerful unless a cub.
Feros |
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Can I get Werebear's details as well, Feros?
Durable Changeallows you to gain the benefits of the
Endurance feat rather than a special ability.
Reviving Restis sort of like hibernation: you undergo
complete bed rest for 24 hours and you recover an amount of
hit points equal to three times your character level.
New Feats
Beartrap Bite: Whenever you confirm a critical hit against
a foe with your bite attack, if your confirmation roll
matches or exceeds your foe’s CMD, you can clamp down
on your foe to prevent it from moving away as a free action.
Bear Hug: You can attempt to initiate a grapple against a
foe trapped by your Beartrap Bite feat without provoking
attacks of opportunity.
Ferocious Loyalty: You gain a +1 morale bonus on attack rolls
against any foe that currently threatens an ally who also has
this feat. Goes to +2 if you loose your ally for whatever reason.
New Spells
Share Skin and Greater Share Skin: 6th and 8th level druid and witch spells. Essentially magic jar, except on any animal and your body disappears for the duration of the spell as your soul enters the animals body.
Momo Kimura |
1) Okay that to me is funny that only bats get Shapechanging feats. I suppose if they put it in for each shifter, the ability to shapeshift into a Dire Tiger would be a wee-bit to stronk at low levels.
2) Bats I feel got some cool stuff that looks to be worth it for some interesting character builds.
3) I can barely stop laughing after looking at thinking of some humorous character builds for a Werebear.