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I recently unlocked the option to create a skinwalker and immediately wanted to create something similar to Darkest Dungeons Abomination hero. However, I start to stress out how to build its combat side. Initially, I thought of taking four levels of abyssal bloodrager to fit the theme but the thought dies in my head as I have no idea what else to dip into.
Edit:
I thought adding levels of druid would seem fitting but stats alone seem to conflict.

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Unlocked? Is this for PFS?
I wasn't sure if GD in PFS was the ideal location for posting this but yes.

Gummy Bear |

Yes, that is correct. However, since there are multiple ways to get claws or a bite you could take extra feature once for the save bonus and extra attack, while getting the other attack some other way.
An example would be if you went ranger or slayer and picked up claws at level 2 via aspect of the beast.
It is less fitting for an Abomination (his other form is clearly some sort of demonic wolf creature), but if you wanted to be really crazy with a skinwalker you should go for a barbarian boarkin. Iirc, you can have 6 natural attacks at level 2 which is utterly ridiculous.

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Yes, that is correct. However, since there are multiple ways to get claws or a bite you could take extra feature once for the save bonus and extra attack, while getting the other attack some other way.
An example would be if you went ranger or slayer and picked up claws at level 2 via aspect of the beast.
It is less fitting for an Abomination (his other form is clearly some sort of demonic wolf creature), but if you wanted to be really crazy with a skinwalker you should go for a barbarian boarkin. Iirc, you can have 6 natural attacks at level 2 which is utterly ridiculous.
You can have 5 at level 1 with abyssal bloodrager. 5 at level 2 with barbarian. These are both assuming Extra Feature as your first level feat. But for PFS, barbarian is the way to go because at lvl 10 you get pounce (if not PFS then go abyssal bloodrager (primalistand rageshaper archetypes), you'll go large at lvl 4, your claws will be one size larger, and then at 8 and 12 you can take all three beast totems plus the boarkin rage power where your gore crits on a charge). Add in the trait Adopted (orc) Tusked (takes up social and racial traits) and you add another natural attack for the 6th that Gummy Bear pointed out.
All that gives you
Primary: Gore, Claw x2, Bite
Secondary: Hoof x2
Here's my lvl 12 (non pfs) skinwalker
1) Extra Features
3) Improved Unarmed Strike
5) Arcane Strike
6 Bloodline bonus feat) Power Attack
7) Iron Will
9 Bloodline bonus feat) Improved Bull Rush
9) Rhino Charge (readying a charge as a standard action = move plus full attack once you get pounce)
11) Dragon Style (charge through allies and difficult terrain)
12 Bloodline Bonus Feat) Toughness (because at this point I had all the other feats I wanted/needed)
From Primalist swap out lvl 8 and 12 bloodline abilities for Lesser Beast Totem and Beast Totem, then Greater Beast Totem (pounce!) and Boar's Charge.
Only gear that's noteworthy - Belt of Thunderous Charging (weapons are one size larger)
Daredevil boots - +5 acrobatics to negate attacks of opportunity from moving.
So every round, move to a charge distance and "ready a charge to charge the first hostile thing you see." If you're already next to it, then walk away (using acrobatics (bonus from boots)) and do the same thing. The belt increases your damage size when you charge.

CWheezy |
I recently unlocked the option to create a skinwalker and immediately wanted to create something similar to Darkest Dungeons Abomination hero. However, I start to stress out how to build its combat side. Initially, I thought of taking four levels of abyssal bloodrager to fit the theme but the thought dies in my head as I have no idea what else to dip into.
Edit:
I thought adding levels of druid would seem fitting but stats alone seem to conflict.
Its pretty simple imo
At first level, use a greatsword and power attack. Use a ragebred and pick hooves as your transformation
Unnamed Hero
Ereboar-kin skinwalker wereboar-kin skinwalker (pf barbarian (invulnerable rager) 10 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Bestiary 5)
Medium humanoid (shapechanger, skinwalker)
Init +4; Senses low-light vision; Perception +17
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Defense
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AC 13, touch 10, flat-footed 11 (+2 Dex, +3 natural, -2 untyped penalty)
hp 165 (10d12+90)
Fort +15, Ref +5, Will +8; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 10/lethal, 5/—; Resist fire 2, extreme endurance
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Offense
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Speed 40 ft.
Melee bite +17 (1d4+16), 2 claws +17 (1d8+16/×3), gore +17 (1d6+16), 2 hooves +12 (1d4+9)
Ranged +1 adaptive composite longbow +13/+8 (1d8+8/×3)
Special Attacks pounce, rage (27 rounds/day), rage powers (animal fury, beast totem[APG], beast totem, greater[APG], beast totem, lesser[APG], spell sunder[UC], superstition +4, witch hunter[APG])
Spell-Like Abilities (CL 10th; concentration +7)
3/day—speak with animals (pigs and boars only)
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Statistics
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Str 24, Dex 14, Con 26, Int 10, Wis 14, Cha 5
Base Atk +10; CMB +14; CMD 27
Feats Extra Feature, Extra Rage Power[APG], Extra Rage Power[APG], Power Attack, Raging Vitality[APG]
Traits indomitable faith, reactionary
Skills Acrobatics +12 (+16 to jump), Bluff -3 (-7 vs. non-shapechanger humanoids), Climb +11, Diplomacy -3 (-7 vs. non-shapechanger humanoids), Disguise -3 (-7 vs. non-shapechanger humanoids), Intimidate +10 (+6 vs. non-shapechanger humanoids), Knowledge (nature) +13, Perception +17, Survival +6, Swim +11; Racial Modifiers +2 Perception
Languages Common
SQ change shape, change shape (+10 speed), change shape (gore), change shape (hooves), change shape (scent), fast movement
Other Gear +1 deathless mithral breastplate, +1 adaptive composite longbow, +1 furious amulet of mighty fists, belt of physical perfection +2, 150 gp
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Special Abilities
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Animal Fury (Ex) Gain a d4 bite attack while raging
Beast Totem +3 (Su) +3 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Change Shape (+10 speed) (Su) You choose to gain a +10 bonus to base speed when shifting into bestial form.
Change Shape (Gore) (Su) You can choose to gain a gore attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Hooves) (Su) You can choose to gain 2 hoof attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire attacks.
Extra Feature Gain additional feature in bestial form.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (27 rounds/day) (Ex) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Spell Sunder (1/rage) (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Superstition +4 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Witch Hunter +3 (Ex) Bonus to damage spellcasters while raging.
feats are
1.Power attack
3.Extra feature
5 Raging Vitality
7.Extra rage power
9. Extra rage power
Rage, charge, and obliterate things