Skinwalker

Female Skinwalker.jpg|Female Skinwalker
Male Skinwalker.jpg|Male Skinwalker
==Skinwalker Classes:==
 Any class
Abilities 	Skill 1 	Skill 2 	Special 1 	Special 2 	Special 3
-2 INT | +2 Any One Physical Stat Chosen at Character Creation, only while shape changed	+2 Handle Animal	+2 Wild Empathy	Change Shape	Spell-Like Ability (SP)	
Low Light Vision
===Size===
Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.
===Type===
Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.
===Base Speed===
Skinwalkers have a base speed of 30 feet.
===Languages===
Skinwalkers speak Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
===Change Shape===
A skinwalker can change shape to a bestial form as a standard action. In bestial form, a skinwalker gains the +2 racial bonus to any physical stat (chosen at character creation). 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:
2 primary claw attacks that each deal 1d4 points of damage
: 1 primary bite attack that deals 1d6 points of damage
: Darkvision to a range of 60 feet.
: Natural Armor +1.
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. Skinwalkers of specific heritages gain other bestial features.
===Spell-Like Ability (Sp)===
Skinwalkers with a Wisdom score of 11 or higher can use animal aspect once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker's character level. Skinwalkers of specific heritages gain other spell-like abilities.
===Low-Light Vision===
Skinwalkers can see twice as far as humans in conditions of dim light.
==Alternate Racial Traits==
===Beast Talker===
:: Some skinwalkers' ability to communicate with the spiritual realm is stronger than their ability to transform. Such skinwalkers can only use their change shape ability once per day for 1 minute per level, but they can use their animal aspect ability 3/day. This racial trait alters the change shape and spell-like ability racial traits. [Source PCS:ISR]
===Variant Skinwalker Heritages===
: Some Skinwalkers possess more unique traits and abilities inherited from their supernal forebears, attributes that hint at the precise type of loa that influenced their ancestors.
: Players may choose one of the following eight heritages if they take the Racial Heritage feat
===Ability Modifiers===
:: While most skinwalkers gain a +2 to Wisdom, a -2 to Intelligence, and the physical ability bonus chosen at character creation when in bestial form, the skinwalker heritages shown below alter this. The ability score bonus in [brackets] applies only while in bestial form.
===Alternate Skill Modifiers===
:: While most skinwalkers gain a +2 racial bonus on Handle Animal and wild empathy checks, those of the variant heritages listed below gain a modifier to different skills.
===Alternate Spell-Like Ability===
:: The listed spell replaces the standard skinwalker's animal aspect 1/day spell-like ability. The skinwalker uses its highest mental stat for all spell-related requirements and effects.
Heritage	Ability Modifiers	Alternate Skill Modifiers 	Alternate Spell-Like Ability
Bat 	-2 STR [+2 DEX] 	Fly, Perception 	Haunting Mists 1/day
Bear 	-2 CHA [+2 STR] 	Climb, Intimidate 	Aspect of the Bear 1/day
Bison 	-2 CHA [+2 STR] 	Intimidate, Survival 	Bladed Dash 1/day
Caiman 	-2 WIS [+2 STR] 	Stealth, Swim 	Lockjaw 1/day
Skeever 	-2 STR [+2 DEX] 	Knowledge[Nature], Stealth	Pilfering Hand 1/day
Raven 	-2 INT [+2 DEX] 	Perception, Appraise 	Raven's Flight 1/day
Jaguar 	-2 WIS [+2 STR] 	Acrobatics, Perception 	
Cheetah's Sprint 1/day
Coyote 	-2 CHA [+2 STR] 	Perception, Survival 	Greater Magic Fang 1/day
Heritage	
Bestial Features
Bat	
*Primary bite attack that deals 1d6 points of damage
*+4 racial bonus on Perception checks
*Darkvision to a range of 60 feet
*Treat falling damage as 20 feet less than it actually is
Bear	
*Primary bite attack that deals 1d6 points of damage
*2 primary claw attacks that each deal 1d4 points of damage
*Climb speed of 20 feet
*Scent to a range of 30 feet
Bison	
*Primary gore attack that deals 1d6 points of damage
*2 primary hoof attacks that each deal 1d4 points of damage
*+10 foot racial bonus to base speed
*Ferocity
Caiman	
*Primary bite attack that deals 1d6 points of damage
*Darkvision to a range of 60 feet
*Swim speed of 30 feet
*+1 racial bonus to natural armor
Skeever	
*Primary bite attack that deals 1d6 points of damage
*Climb speed of 30 feet
*Distraction, except with only one chosen natural attack per round, and sickens instead of nauseates 
*Darkvision to a range of 60 feet
Raven	
*Primary bite attack that deals 1d6 points of damage
*+2 racial bonus on all saving throws
*Mistsight
*Treat falling damage as 20 feet less than it actually is
Jaguar	
*Primary bite attack that deals 1d6 points of damage
*2 primary claw attacks that each deal 1d4 points of damage
*+10-foot racial bonus to base speed
*See in darkness
Coyote	
*Primary bite attack that deals 1d6 points of damage
*2 primary claw attacks that each deal 1d4 points of damage
*Darkvision 60 feet
*+2 racial bonus on all saving throws
Category:World
Category:Custom
Category:RP
Category:Race
Category:Skinwalker