DM Frogfoot's Skinwalker campaign (Inactive)

Game Master Dalton the Thirsty

Skinwalker Race

Map of Varisia

Battlemap


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Hello everyone, my name is DM Frogfoot, and I've got the itch to start yet another online campaign. As you can see if you visit my profile, I'm an active member of these boards, currently DMing three games directly and participating in two more as a player. Because I am apparently a masochist and an addict, I want more, so I'm firing up another recruitment thread.

Like my two tiefling campaigns currently active, I intend for all players in this campaign to hail from the same race. Also similarly to the tiefling campaign, that race will be interesting enough to cover a broad spectrum of player ideas - this time, it's Skinwalkers. From the SRD:

"Skinwalkers resemble humans much of the time, but they possess the uncanny ability to transform into bestial humanoids who combine the most fearsome aspects of flesh and fur.

Outwardly human, skinwalkers are virtually indistinguishable from others of the ethnic group into which they are born. Those rare skinwalkers who have bred true for generations tend to have dark eyes, straight dark hair, and richly colored skin. Skinwalkers' features vary greatly when they shapechange. They gain a bestial visage evoking the creatures they emulate; the snout elongates, teeth become more prominent, claws emerge from fingertips, and skin toughens into hide. Despite their shapechanging abilities, they are not immune to infection from full lycanthropes."

Here's my idea for the adventure hook. The setting: The Riverlands of Varisia. I'm only using the barest canonical guidelines for the setting, though - primarily just the map and city and general political atmosphere. Beyond that, it's homebrewed.

Each different variety of skinwalker belongs to a tribe, large or small, of other members of the same half-lycanthropic family. You as players will be members in prominent positions within your respective skinwalker tribes.

These tribes are coming together for a great council of the tribes' leaders. The reason? To determine how best to counteract the threat of outsiders. For the past few years, settlements belonging to humans and other races have begun encroaching on lands formerly dominated by the skinwalker tribes. Different tribes have related differently to these invaders depending on their temperaments, but the results have been the same - the humans keep on coming, in their superior numbers. Thus, the convening of all the local tribes of all the different species of skinwalker has been called by Lord Temmeruk, of the werebear clan. You are all now traveling with your tribes to his home in the Sterval Plateau - unless you are a werebear, and you await the arrival of the other clans.

Your characters will have been lifelong members of whichever tribe you belong to, and have accomplished mighty deeds in the name of your tribe that have earned you great respect in the eyes of your peers. (Include whatever it was that you did in your backstory, possibly tying you to another PC, even another PC from another tribe.) Mechanically, this means you begin play at level 3. Thus, what advice you choose to give your chieftain will affect how your tribe will vote to act regarding the human situation. Will you promote a more measured, diplomatic approach, as some of the wererats have been suggesting? Or will you push for war, like some of the wereboars? Perhaps a mixture of the two strategies, or neither? The choice is up to you, and will affect the direction the campaign goes.

Basic mechanical character creation guidelines
Race: Skinwalker. Pick for yourself which animal you can shift into.
Point buy: 25
Disallowed classes: None - but they must make sense within the context of the tribe you belong to, and I reserve veto power on what class you choose. Ninja werebears - as cool as they sound - would not make sense. I'm going for thematic accuracy here, people. :)
Average starting gold for level 3 characters.
Fast track XP progression.
2 traits.
Post at least a sentence once a day. Preferably more. Let us know when you won't be able to for a few days. Don't drop off the face of the planet.

Let's hear your ideas, ladies and gentlemen.


Oh, another one of your campaigns. Dotting for interest and I'll be catching up on our Tielfling game tonight. Long last copy of days.


^_^ Good to hear it, Beleste.


Hmm... I might be able to pull something together. How long do we have to get something down on (e)paper?


I have been dying to participate in a Skinwalker campaign and I can definitely meet your criteria. I'll be posting an idea here in a bit.


Hey there! I'd like to dot for interest because this seems super cool and I like making characters that are higher than 1st-level and this race seems cool.

Can I assume that I can choose any variety of skinwalker that I'd like? Also, are there any disallowed alignments?


gigz wrote:
Hmm... I might be able to pull something together. How long do we have to get something down on (e)paper?

No time limit, just know that my campaigns fill up fast.


leinathan wrote:
Can I assume that I can choose any variety of skinwalker that I'd like? Also, are there any disallowed alignments?

Any variety that you like. No disallowed alignments, as long as you're dedicated to the survival of the skinwalker tribes.

You should know if you want to be evil that I'm not particularly impressed by overly grimdark characters. They read like a 13 year old's power fantasy most of the time, so put extra effort in if you want to be evil.


Alright, I think I have an idea.

A CG witchwolf skinwalker, 3rd-level cavalier (beast rider). Order of the Blue Rose. I'm planning to have him go into Mammoth Rider, if that's alright.

He's ofte at war with himself due to his racial predisposition towards cruelty, and although some small part of him appreciates pain and cruelty, even THAT small part of him just wants to be able to practice in peace and quiet.
The more active version of him, of course, is not so cruel ad wants nothing more than for al peoples to live in harmony.

He will advocate for the skinwalkers to do their best to integrate with the humanoids. Living like hermits in the wilderness has only fostered the distrust and fear that the humans feel for them. He believes that civilization is the next step for the skinwalker tribes.

He has spent much of his life as a hunter and as a protector, guarding his home against vicious beasts and against vicious humanoids as well.

My plan for him brings him to cavalier7/ranger3/mammoth rider10.

If this idea is interesting and acceptable to you, I'll make up a statblock later.


Cool stuff. I'm holding off on my final decision until I've seen all the applicants I'll be seeing, but I like your idea.

RPG Superstar Season 9 Top 32

I'd like to post interest. Thinking of going with Mooncaller archetype for druid (more for the theme of the campaign rather than any real gains). Unless you'd allow a shaman play-test, in which case I'd have to get back to you on which spirit to choose as I don't have my pdf on this computer.

As for animal, I haven't quite decided yet, I'll think more on it and post soon. (Probably a predatory cat or a wolf XD).


Playtest classes are acceptable, though I need to get the PDF uploaded to my google drive for easy reference. Shamanism is a powerful theme in all skinwalker tribes, so it's a strong class choice.

Everyone be sure to read up on common skinwalker behaviors and how they vary based on the animal they're connected to. It will inform you about the general atmosphere of your tribal unit, which I am allowing players to have great creative control over.


OK, I'm looking at a Fanglord sorcerer or a slightly crazed Bloodmarked witch. I'll get them into a profile and post here in a bit.


gigz wrote:
OK, I'm looking at a Fanglord sorcerer or a slightly crazed Bloodmarked witch. I'll get them into a profile and post here in a bit.

Both strong thematic choices.


Gorgio "George" Cragwulf His birth name is Gorgio, a variation on the gorging that his tribe-mates do on human blood, but he likes to call himself "George" whenever he's associating with humanoids to try and put them at ease.)
Male skinwalker cavalier (beast master, emissary) 3
CG medium humanoid (shapechanger, skinwalker)
Init +3; Senses Perception +1
EXP:

--------------------
DEFENSE
--------------------
AC 23, touch 14, flat-footed 19 (+7 armor, +3 Dex, +2 shield, +1 Dodge)
hp 33 (3d10+12) Current: 33/33
Fort +6, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Spd 30ft., 30ft. in armor
Melee mwk battleaxe +6 (1d8+2/x3)
Ranged mwk composite longbow +7 (1d8+2/x3)
Special Attacks challenge +3, 1/day, flat of the blade, cavalier's charge
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 16, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Mounted Combat, Mounted Archery, Dodge
Traits patient calm (animal handler), natural-born leader
Skills Diplomacy +8, Handle Animal +8, Intimidate +8, Ride +8,
Languages Common
SQ exotic mount, order (order of the blue rose), in or out of the saddle
Combat Gear ; Other Gear mwk heavy wooden shield, mwk battleaxe, +1 breastplate, mwk composite longbow (+2 STR)

Mount statistics to come.


subbmiting

Arvangail the Were Panther Dedicated to protecting his follow brethen

Inquisitor 3 of Gorum

Init +6; Senses Perception +9
==DEFENSE==
AC 22, touch 11, flat-footed 20 (+10 armor, +1 dex, +1 trait)
hp 33 (3d8+6)
Fort +5, Ref +2, Will +6
Armor Full Plate +1, Heavy
==OFFENSE==
Spd 20 ft/x3
Melee Greatsword +5 (2d6+4) 19-20/x2
==STATISTICS==
Str 17, Dex 12, Con 14, Int 10, Wis 16, Cha 8
BAB +2, CMB +5, CMD +16
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133)
Skills Bluff +5, Diplomacy +5, Knowledge (arcana) +4, Knowledge (nature) +4, Knowledge (religion) +4, Perception +9, Survival +9 [Tracking - 1/2 speed +10, Tracking - Normal Speed +5, Tracking - x2 speed -10
MC Inquisitor Domain: Rage (PFAPG 38), Inquisitor Orisons (PFAPG 38)
Traits Birthmark (Faith) (PFAPG 328), Defender of the Society
Languages Common
==Magic==
Eq'd Magic Hat of Disguise, Sleeves of Many Garments


^ How is it possible to have 33 health with 3d8+6? XD
Even with max rolls that's still only 30.


leinathan wrote:

Gorgio "George" Cragwulf His birth name is Gorgio, a variation on the gorging that his tribe-mates do on human blood, but he likes to call himself "George" whenever he's associating with humanoids to try and put them at ease.)

Male skinwalker cavalier (beast master, emissary) 3
CG medium humanoid (shapechanger, skinwalker)
Init +3; Senses Perception +1
EXP:

--------------------
DEFENSE
--------------------
AC 23, touch 14, flat-footed 19 (+7 armor, +3 Dex, +2 shield, +1 Dodge)
hp 33 (3d10+12) Current: 33/33
Fort +6, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Spd 30ft., 30ft. in armor
Melee mwk battleaxe +6 (1d8+2/x3)
Ranged mwk composite longbow +7 (1d8+2/x3)
Special Attacks challenge +3, 1/day, flat of the blade, cavalier's charge
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 16, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Mounted Combat, Mounted Archery, Dodge
Traits patient calm (animal handler), natural-born leader
Skills Diplomacy +8, Handle Animal +8, Intimidate +8, Ride +8,
Languages Common
SQ exotic mount, order (order of the blue rose), in or out of the saddle
Combat Gear ; Other Gear mwk heavy wooden shield, mwk battleaxe, +1 breastplate, mwk composite longbow (+2 STR)

Mount statistics to come.

Whenever I see a knightly character come along with low WIS and high CHA, my mind immediately jumps to Don Quixote xD


I can create a character for this soon, if i can find stats for a skinwalker.
Edit- never mind, i found it.


I linked the SRD entry for the race in the first post.

*edit* :)


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leinathan wrote:

Alright, I think I have an idea.

A CG witchwolf skinwalker, 3rd-level cavalier (beast rider). Order of the Blue Rose. I'm planning to have him go into Mammoth Rider, if that's alright.

He's ofte at war with himself due to his racial predisposition towards cruelty, and although some small part of him appreciates pain and cruelty, even THAT small part of him just wants to be able to practice in peace and quiet.
The more active version of him, of course, is not so cruel ad wants nothing more than for al peoples to live in harmony.

He will advocate for the skinwalkers to do their best to integrate with the humanoids. Living like hermits in the wilderness has only fostered the distrust and fear that the humans feel for them. He believes that civilization is the next step for the skinwalker tribes.

He has spent much of his life as a hunter and as a protector, guarding his home against vicious beasts and against vicious humanoids as well.

My plan for him brings him to cavalier7/ranger3/mammoth rider10.

If this idea is interesting and acceptable to you, I'll make up a statblock later.

"WE..WISH..TO..PEACEFULLY INTEGRATE!"


DM Frogfoot wrote:
leinathan wrote:

Gorgio "George" Cragwulf His birth name is Gorgio, a variation on the gorging that his tribe-mates do on human blood, but he likes to call himself "George" whenever he's associating with humanoids to try and put them at ease.)

Male skinwalker cavalier (beast master, emissary) 3
CG medium humanoid (shapechanger, skinwalker)
Init +3; Senses Perception +1
EXP:

--------------------
DEFENSE
--------------------
AC 23, touch 14, flat-footed 19 (+7 armor, +3 Dex, +2 shield, +1 Dodge)
hp 33 (3d10+12) Current: 33/33
Fort +6, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Spd 30ft., 30ft. in armor
Melee mwk battleaxe +6 (1d8+2/x3)
Ranged mwk composite longbow +7 (1d8+2/x3)
Special Attacks challenge +3, 1/day, flat of the blade, cavalier's charge
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 16, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Mounted Combat, Mounted Archery, Dodge
Traits patient calm (animal handler), natural-born leader
Skills Diplomacy +8, Handle Animal +8, Intimidate +8, Ride +8,
Languages Common
SQ exotic mount, order (order of the blue rose), in or out of the saddle
Combat Gear ; Other Gear mwk heavy wooden shield, mwk battleaxe, +1 breastplate, mwk composite longbow (+2 STR)

Mount statistics to come.

Whenever I see a knightly character come along with low WIS and high CHA, my mind immediately jumps to Don Quixote xD

I'm glad that my character evokes such iconography in you :D

I was thinking about it, and I came up with a few more things. He's spent much of the beginning of his life trying to repress his beastly nature, but as he levels up, he'll embrace it more and more, both as a concession to who he really is and to try and appease his fellow tribesmen.

I was also thinking that he'd be a partial outcast, but his tribespeoples' disdain of him is sort of grudging because of how much he's done to help his tribe over the years. They only hold some disdain for him because of how they feel that he's "pretending to be human".


Thinking of playing a scout. Undecided on what animal type.


Question, are non-human skinwalkers allowed?


No, only human skinwalkers.


Alright then.


I think I'm going to go with a nightskulk, with the adopted trait, hanging been raised by witch wolves.

It fights with a strange blend of barbaric ferocity and fenesse.

I'll get the actual stats up soon.


Here is Aresh the Glib, the fangborn sorcerer with a tainted heritage.


Here is the basic crunch.

I'll get to writing the story down after i finish some work.

crunch:

Female Nightskulk skinwalker (scout 3)
CE medium humanoid (shapechanger, skinwalker)
Init +9 Senses +8 perception
EXP:
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14
hp 24
Fort 3, Ref 6, Will 3
--------------------
OFFENSE
--------------------
Spd 35 ft
Melee dagger +5 1d4+2d6
Ranged throw the dagger.
Special Attacks none
--------------------
STATISTICS
--------------------
STR: 10 DEX: 16 CON: 14 INT: 16 WIS: 14 CHA: 8
Base Atk +2, CMB 2, CMD 15
Feats fleet, weapon finesse, improved initiative, godless healing
Traits reactionary, improvisational equipment
Skill ranks- disable device 3, climb 3, slight of hand 3, stealth 3, use magic device 3, sense motive 3, acrobatics 3, survival 3, knowladge (nature) 1, perception 3, swim 1, knowladge (geography) 1.
Languages Common
SQ targeted strike 2d6, trapfinding, uncanny dodge, trap sense, shapeshifting.
Combat Gear MW studded leather (175gp) MW light wooden shield (153gp) dagger (3 gp)

Items and story coming up soon.


Do skinwalkers have sirnames?


It varies by tribe. You're the first nightskulk - you have the greatest creative control over your tribe's culture and interests. Start from what it says in the SRD and go from there - nightskulks tend to blend in with human societies in general, and prefer cloak and dagger work to outright warfare. They are the skinwalker race most strongly advocating for a peaceful solution with the encroaching other races, currently..though that could change if your PC pushes for it.


DM Frogfoot wrote:
It varies by tribe. You're the first nightskulk - you have the greatest creative control over your tribe's culture and interests. Start from what it says in the SRD and go from there - nightskulks tend to blend in with human societies in general, and prefer cloak and dagger work to outright warfare. They are the skinwalker race most strongly advocating for a peaceful solution with the encroaching other races, currently..though that could change if your PC pushes for it.

She was raised in a witchwolf tribe. At least, that's how I've planned it. She's got this odd blend of brutality and fenesse to her.

Edit-
'Corse, i could change that if it's disruptive.


Made a quick edit to the crunch, changed a trait.

Anyway, I'll put together a story for a more traditional rouge-type.


(Alignment is hard to tell...)

"Heroic" backstory...

Semele is a respected and feared "hero" among her people.

Outside combat, she is friendly and sociable, cheerful to meet people, and help wherever she can. She often wanders around, aiding people who need it.

However, once she begins a fight, things are a different story. Once, a group of three people discovered the tribe, and the ran, panicked, towards the human settlements. Many of her kin hesitated nervously, but she bounded after them, giving chase. She was faster then they were, and one by one, they fell to brutal strikes pressed though thier defenses, as she chased down her victims, rejoicing in the blood. She dragged the three people near town, and snuck them into a human's basement, and then free cleaning herself up, and then slipped a letter to the guard there informing them of a killer in town. When they investigated, they found the bodies, and accused the man. She walked away from it clean, with no witnesses to her clan's location.

Despite this, she pushes for diplomacy, knowing that they have a much better chance at that then war. She claims that her actions were out of desperation, but no-one that was there will deny that she seemed joyful as she ran off to kill her prey.


This sounds awesome. Just one question - How does having a Mental Stat increase that only applies in Beast Form work for calculating Bonus Spells?


and +1 hp for fav class make 33.

i am just filling the blank until the dm tells us what he want's us to do for hp / level

Sovereign Court

leinathan wrote:

^ How is it possible to have 33 health with 3d8+6? XD

Even with max rolls that's still only 30.

Favored Class or Con Maybe?


YoricksRequiem wrote:
This sounds awesome. Just one question - How does having a Mental Stat increase that only applies in Beast Form work for calculating Bonus Spells?

Along these same lines:

SRD wrote:
While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.

This makes sense for the skill checks, but wouldn't the flat penalty to Charisma wreck any character with Charisma-based casting?


Ah, forgot about hp/level. You can choose to take half your HD per level after level 1, or roll your HP, whichever is higher. Level 1 is max HP per HD.

Yoricks: I'll rule that you only get those bonus spells if you're in beast form. So if you can cast 11 spells a day as a human, and 12 as a werebat or something, and you've cast 11 spells that day, you can only cast your 12th spell of the day as a werebat. However, as it applies to spells known, you always know the spells - it only affects # of spells you can cast in a day.

Nice writeup, Icehawk. Your tribal leader will value your input, I'm sure.


2d8 ⇒ (5, 2) = 7

No change to hp.


Remove masterwork shield, take shield cloak and deathwatch eyes, get a MW short sword.

175+1000+1000+305

595 gp left.

EDIT

Shield cloak is too inefficient.

Replace it with light masterwork shield again.

175+305+1000+153

1442 left.


I'm thinking about making a Wereboar of some sort. I just wanted to throw the idea out there so you have an idea of what I'm planning and to let you know I am still here. I should have more up for you tonight though.


YoricksRequiem: I'm interpreting that rule to mean you have a -2 on Diplomacy vs non-shifters when in shapeshifted form. You can still be a charisma caster - in fact, Fanglords (weretigers) have a CHA bonus while shifted.

For newcomers to the thread, a summation of potential applicants:

A witchwolf (werewolf) (Gorgio) (cavalier) Pushing for integration

A nightskulk (wererat), raised among witchwolves (icehawk) (scout) pushing for diplomacy

A fanglord (Arvangail, weretiger re-flavored as werepanther) (inquisitor) Unknown motivations

A fanglord (Aresh the Glib) (sorcerer) Unknown motivations

A ragebred (Captain Fremont)

A scaleheart (werecroc) (Lamontius) (barbarian) Undecided motivations


Below is the build for my Scaleheart skinwalker. While looking like a hulking brute, his appearance hides a sharp intellect.

His simmering anger at territorial encroachment and human expansion wars with his understanding of the bigger picture at hand. While his heart is telling him to savagely kill any threats to him and those of his kin, his mind is warning him of the potential futility of such action.

While clearly not educated, his intelligence shows in his combat ability, hunting tactics and the constant war with his anger. He can be patient when he needs to be and often will think before he acts, making him all the more dangerous when he truly sets his rage free.

He has the intelligence as well as the forethought to see the safety and benefit of a peaceful solution to the plight of the tribes...but will that win out over his desire to savagely hunt and kill any threat to him and his Scaleheart kin?

Essentially, I'd play the character as being angrily conflicted about his stance on the issue, being swayed either into horrific outright violence against any encroachment or simmering reason and understanding in knowing that some enemies are not overcome through force, however he may resent such a notion.

Here is the build for my Scaleheart Brutal Pugilist Barbarian
(EDIT - Note, his stats reflect him in his "Change Shape" status, with the +1 to Natural Armor and +2 STR - Rage is not activated, however, in these stats):

Spoiler:

Male Scaleheart Barbarian (Brutal Pugilist) 3
CN Medium humanoid (shapechanger, skinwalker)
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +1 shield, +2 Dex, +1 natural)
hp 32 (3d12+6)
Fort +6, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 40 ft.
Melee dagger +7 (1d4+4/19-20/×2) and
. . dagger +7 (1d4+4/19-20/×2) and
. . masterwork cestus +8 (1d4+4/19-20/×2) and
. . masterwork greataxe +8 (1d12+6/×3) and
. . unarmed strike +7 (1d3+4/×2)
Special Attacks rage, rage powers (animal fury)
Spell-Like Abilities
. . 1/day—scare (DC 10), speak with animals
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 14, Int 13, Wis 12, Cha 7
Base Atk +3; CMB +7 (+11 grapple); CMD 19 (21 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike
Traits bruising intellect, crocodile swim
Skills Acrobatics +7 (+11 jump), Climb +7, Handle Animal +2 (-2 vs. non-shapechanger humanoids), Intimidate +7 (+3 vs. non-shapechanger humanoids), Knowledge (nature) +5, Perception +7, Ride +5, Stealth +11 (+13 when moving at half speed or less and mostly or completely underwater), Survival +5, Swim +7 (+9 when moving at half speed or less and mostly or completely underwater); Racial Modifiers +2 Stealth
Languages Common, Varisian
SQ animal-minded, change shape (+1 natural armor), change shape, change shape (bite), change shape (darkvision), change shape (ferocity), change shape (swim 30 ft.), fast movement, pit fighter, savage grapple
Combat Gear Potion of enlarge person (2), Potion of Feather Step, Sunrod (2); Other Gear Masterwork Chain shirt, Masterwork Buckler, Dagger, Dagger, Masterwork Cestus, Masterwork Greataxe, Armbands of the brawler, Cloak of resistance +1, Backpack, masterwork (3 @ 6 lbs), Bandolier (5 @ 2 lbs), Flint and steel, Masterwork tool (Stealth), Reinforced scarf, Silk rope, Snorkel, masterwork, Waterproof bag (3 @ 2 lbs), 185 GP
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Animal-Minded Werecrocodile-kin have a +2 racial bonus on Stealth and wild empathy checks.
Armbands of the brawler +1 to Escape Artist to break a grapple.
Change Shape (+1 Natural Armor) (Su) You chan choose to gain +1 natural armor when shifting into bestial form.
Change Shape (4/day) (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Darkvision) (Su) You can choose to gain darkvision with a range of 60 feet when shifting into bestial form.
Change Shape (Ferocity) (Su) You can choose to gain the ferocity ability when shifting into bestial form.
Change Shape (Swim 30 ft.) (Su) You can choose to gain a climb speed of 30 feet when shifting into bestial form.
Crocodile Swim +2 Swim and Stealth when moving half speed or less and mostly underwater.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pit Fighter +1 (Grapple) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Potion of Feather Step Add this item to create a potion of a chosen spell.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Savage Grapple (Ex) Grapples always provoke AoO from you, halve grapple penalties.


Another minor change.

Remove improv equipment trait, replace with adopted (lycanthropic bloodlust)


DM Frogfoot wrote:
YoricksRequiem: I'm interpreting that rule to mean you have a -2 on Diplomacy vs non-shifters when in shapeshifted form. You can still be a charisma caster - in fact, Fanglords (weretigers) have a CHA bonus while shifted.

Aces, thanks so much. I'm going to knock out a background this afternoon.

HP: 2d10 ⇒ (3, 9) = 12


Could a nightskulk use a ratfolk tail blade?


Yes, but you'd have to put it on when shifted and it would fall off when you became human again.


I would suspect that much.


i would probably advocate a mix of diplomacy and war.

Diplomacy to establish a recognize sovereign land for the skinchanger amongst the human nations (where the humans would be welcomed if the follow the rules) and War in order to enforce our rules of our land to the other kingdom that do not want to recognize our sovereignty on our lands.

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