Loxodon, a skinwalker varient


Homebrew and House Rules

Grand Lodge

What do you guys think? Balanced?

loxodon:

Ancestry: wereelephant
Typical Alignment: NG
Ability Modifiers: +2 Wis, –2 Int (+2 Str while shapechanged)
Alternate Skill Modifiers: Perception, sense motive
Alternate Spell-Like Ability: Rumbling Fury 1/day
Bestial Features:
- Gore attack that deals 1d6 points of damage
- +2 Natural Armor bonus
- Powerful Charge (universal monster ability)
- Scent to a range of 30 feet

Grand Lodge

Bump

Grand Lodge

Bump.


Looks pretty good. Rumbling Fury might be slightly too powerful, but perhaps not (as a 1/day effect). Maybe Thunderstomp from the Advanced Class Guide as an alternative?

I'd probably be inclined to give them a Dex penalty rather than an Int penalty, and Knowledge (any one) instead of Sense Motive- elephants never forget, after all :p - but overall, I'd say it looks pretty good.

Loxodon as a name doesn't seem quite in line with the other Skinwalker breed names, but then again, what's in a name?

I should post the Skinwalker Bison that I've been working on one of these days...

Grand Lodge

I was actually just thinking I should make those exact changes when I was going to bump it!

Would you keep the mental score as wisdom or change it to intelligence?


Wisdom sounds pretty appropriate. One thing about the Wisdom bonus is that with the Perception bonus and the Scent ability, you've already pretty well covered the elephant's astounding sense of smell and hearing, so I could possibly see going with Intelligence instead. Then again, IIRC a lot of the Skinwalkers to have the Wis/Int trade combo going on already, so that would be keeping in that wheelhouse somewhat.


Wisdom for sure. I think that's how it is with most of the skinwalkers isn't it?


First off, I love this. I could not imagine an animal I'd have liked more to see skinwalker-ized. Were-pachyderms for the win!

Second, you gotta give em a prehensile trunk while shapechanged, man! Or if that's too good for some reason at least create a race trait.

Third, if for some reason you do wanna change the name to something more in line with the skinwalker formula, I hope my offering a few suggestions won't be taken amiss? Rather a name buff me own self...

* Grayhide
* Slatehide
* Sagetusk

I dunno. Something like that, maybe?


As a big fan of MTG, I love this. That said, why is this a skin-walker variant? Loxodons, Roxes, Aven, and Leonin are born, not turned. (Would actually love to see a Tengu variant for Aven.)

Any plans on turning this into a playable race? With Khans out now, a homebrew setting on Tarkir sounds amazing, and Loxodons are one of the races.

Shadow Lodge

I would say maybe a dexterity hit rather than the int one. Elephants are actually really smart but we don't see them as the most dexterous sort. Also it feels more on point that I could have a loxodon wizard than a bow build ranger or swashbuckler.

Second thing would be grant them some more trunk based shift powers. Like maybe meet them get the same abilities Vanara get with their trails but as a trunk. Being able to draw and imbibe a potion without taking my hands off my weapon feels on point for an elephant.

Grand Lodge

Hey guys thanks for some of the critiques, below you will find Round 2 of the Loxodon (now named Ironhide) Skinwalkers

@Ethereal Gears & Doc the Grey: I agree that a prehensile trunk sounds pretty cool and but I think that it could easily be styled that when selecting the scent ability, the nose would elongate into a trunk. And keeping scent is in line with all Skin-walkers having a sensory enhancing option. I am going to make the trunk a Race (skinwalker): Trait

@ Doc the Grey: I agree that a dex hit makes the most sense.

Ironhide: Loxodon Round 2:

Ancestry: wereelephant
Typical Alignment: NG
Ability Modifiers: +2 Wis, –2 Dex (+2 Str while shapechanged)
Alternate Skill Modifiers: Perception, Knowledge (History)
Alternate Spell-Like Ability: Thunderstomp 1/day
Bestial Features:
- Gore attack that deals 1d8 points of damage
- +2 Natural Armor bonus
- Powerful Charge (universal monster ability)
- Scent

Trait: Racial (Ironhide Skinwalker)

Prehensile Trunk:

When an Ironhide skinwalker selects the Scent special ability, his nose elongates into a powerful prehensile trunk. He cannot wield weapons with his trunk, however he can use it to retrieve small, stowed objects carried on his person as a swift action.

Shadow Lodge

I like it dude! Now the trunk gets a lot of abilities but since they all seem to be so utility based it really balances itself out so that feels good.

That being said I kind of miss the sense motive bonus, why the change?

Finally I think these guys need a feat something like...

Third Fist: You have more dexterity than your average Loxodon, allowing you to use your trunk not just for grabbing items from your belt but to bludgeon others.
Prerequisites: Dex 13
Benefit: While shifted for trunk you gain a slam attack with your trunk with damage to match your size.

Third arm: Your dexterity with your trunk allows you to do things other Ironhides cannot, wield it like a 3rd arm
Prerequisites: 3rd Fist, Dex 15
Benefit: When shifted for trunk you may use it as a free hand, able to wield objects as an extra limb. This hand cannot be used in combination with other limbs (say to wield a weapon 2 handed) but can be used of all other uses.

Great Trunk: Your trunk is so strong it is like that of two full grown mens arms.
Prerequisites: Third Arm, Str 15, +6 Bab
Benefit: You can use your trunk to wield a 2 handed weapon all on its own. 2 handed weapons wielded this way gain a full 1 1/2 strength modifier to damage as if they were wielded with 2 hands.


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"You know, a herd of maelephants might be just the thing we need..."

Grand Lodge

doc the grey wrote:

I like it dude! Now the trunk gets a lot of abilities but since they all seem to be so utility based it really balances itself out so that feels good.

That being said I kind of miss the sense motive bonus, why the change?

Finally I think these guys need a feat something like...

Third Fist: You have more dexterity than your average Loxodon, allowing you to use your trunk not just for grabbing items from your belt but to bludgeon others.
Prerequisites: Dex 13
Benefit: While shifted for trunk you gain a slam attack with your trunk with damage to match your size.

Third arm: Your dexterity with your trunk allows you to do things other Ironhides cannot, wield it like a 3rd arm
Prerequisites: 3rd Fist, Dex 15
Benefit: When shifted for trunk you may use it as a free hand, able to wield objects as an extra limb. This hand cannot be used in combination with other limbs (say to wield a weapon 2 handed) but can be used of all other uses.

Great Trunk: Your trunk is so strong it is like that of two full grown mens arms.
Prerequisites: Third Arm, Str 15, +6 Bab
Benefit: You can use your trunk to wield a 2 handed weapon all on its own. 2 handed weapons wielded this way gain a full 1 1/2 strength modifier to damage as if they were wielded with 2 hands.

Hey thanks man!

I really like the feat chain! Flavorful and balanced.

I think that Sense Motive would work out very well but someone had recommended a Knowledge and as we all know, An Elephant Never Forgets... thus knowledge: History.

But in all seriousness, I will change it back to sense motive. I think it fits the hyper-perception/sensitivity of elephants.

Ironhide: Round 3:

Ancestry: were-elephant
Typical Alignment: NG
Ability Modifiers: +2 Wis, –2 Dex (+2 Str while shapechanged)
Alternate Skill Modifiers: Perception, Sense Motive
Alternate Spell-Like Ability: Thunderstomp 1/day
Bestial Features:
- Gore attack that deals 1d8 points of damage
- +2 Natural Armor bonus
- Powerful Charge (universal monster ability)
- Scent

Shadow Lodge

Cool and you are welcome. Loxodons are pretty dope and I just thought that the only way to make them cooler is to let them wield an Earthbreaker with his trunk.

I know in my home games skinwalkers get a lot of play so I'm always happy to see more of them come down the pipe by people. Now elephant folk don't really fit with where we are playing (setting more akin to the american great plains) but I might reskin them as mammoth folk and use them that way.

All that being said another offer that might work for you is to make a race trait that gives them knowledge history as a class skill. Call it something like Student of Memory, Remembromancer, or Hermit of the Past.

Grand Lodge

Should the powerful charge damage be 2d8 or 2d6? The standard formul seems to be double the gore which is 1d8. Is powerful charge normally applied only on 1 attack or would it be bonus damage on all attack in the case of pounce? Is the strength modifier added to the damage and if so is it strength or 1.5 str?


Inaquian wrote:
Loxodons, Roxes, Aven, and Leonin are born, not turned. (Would actually love to see a Tengu variant for Aven.)

so are skinwalkers

Quote:
Any plans on turning this into a playable race? With Khans out now, a homebrew setting on Tarkir sounds amazing, and Loxodons are one of the races.

! you aren't familiar with skinwalkers then link

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