Skinwalker

Overview
Skinwalkers are the children of therianthropes - the offspring of werebats, werebears, wereboars, werecrocodiles, wererats, weresharks, weretigers, werewolves, and wereraptors. Though they lack the ability of their parents to fully transform into beasts, instead limited to a hybrid form that is notably weaker than the terrifying therianthropes, they are far more in control of their own bestial urges. Skinwalkers, in some ways, are a perfect combination of natural life with sentience, as they subsume the hunger and rage of their forebears within the full utilization of their savage gifts, as well as an innate ability to commune with wild creatures of all types. However, their positive traits are most often noticed by other skinwalkers of the same type, for the world at large only sees the threat of therianthropy within them, and even other skinwalkers wield stereotypes like daggers, ensuring that the only place that a skinwalker can truly be comfortable and at peace is among others of their specific ancestry. At all other times, skinwalkers must play the part of a completely normal member of their race, denying their inborn talents and desires in a bid for safety.

Heritages
Bloodmarked (Werebat): Bloodmarked have bestial desires that push them towards hedonism and make it very hard for them to respect any sort of authority that isn't accompanied by physical force or threat. When left to their own devices, bloodmarked organize themselves into cohesive gangs led by the strongest among them, and engage in gluts of consumption and sensuality, often engaging in bloodletting rituals afterwards for the dual purpose of growing closer as a group and sampling the potent mingling of consumed drugs and blood. Common stereotypes of bloodmarked paint them as sniveling cowards who can't act without group validation, cooperative egalitarians with minor guilty pleasures, or dangerous junkies with more addictions than they can count.

Coldborn (Werebear): Coldborn have bestial desires that ebb and flow based on the seasons but continually push them towards solitude and overprotectiveness. When left to their own devices, coldborn isolate themselves from other settlements and visitors and even other members of their kind, sleeping throughout the winter and gathering resources to allow them to do so over the rest of the year. Though they prefer to live alone, if anyone threatens a friend, family member, or territory that they consider theirs, they band together to form a terrifying force. Common stereotypes of coldborn depict them as lazy, despondent layabouts, deceptively gentle giants that hide a hair trigger, or wise hermits who prefer to speak with the land itself instead of other people.

Ragebred (Wereboar): Ragebred have bestial desires that demand respect while also empowering their emotions to the point where they can't help but be obvious to those around them. This combination, where disrespect isn't tolerated but emotional reactions also can't be regulated, is often disastrous to the social lives of ragebred. When left to their own devices, ragebred seek to cooperate extensively so that every one of them feels confident and worthy of praise, often engaging in rigorous training in various fields in order to carve out their own niche that will deserve respect - sometimes literally, and it's not uncommon that a remote settlement has been founded as a result of ragebred seeking a place where they won't be judged, only to have exiles and ostracized folk flock to it. Common stereotypes of ragebred call them oversized children who react to any difficult with both tears and violence, wayward souls who are in need of accepting arms above all else, and self-made, determined individuals who are rightfully proud of their achievements.

Scalehearts (Werecrocodile): Scalehearts have bestial desires that make empathy and interpersonal connection difficult while increasing their tendency for ambitious calculation, which leads them to justify their means with their ends. When left to their own devices, scalehearts tend to emotionally distance themselves from each other while remaining physically close enough to take advantage of any misfortune or weakness if it would advance their own well-being, which is understood as a simple fact of life rather than something with a moral aspect to it. Common stereotypes of scalehearts claim that they are heartless sociopaths who would sacrifice all around them for power, misunderstood and socially clumsy victims with hidden sensitivity, or domineering but effective leaders who have more than enough patience to see grand plans through to completion.

Nightskulks (Wererat): Nightskulks have bestial desires that manifest as deep insecurities about their safety and future comforts as well as conformity beyond even that which is necessary for skinwalkers. When left to their own devices, nightskulks amass as much money, power, resources, and defenses as they possibly can and seek the greatest security and secrecy for themselves and their loved ones, unwilling to leave anything about their lives to chance or the predations of someone larger, scarier, or more powerful. Most nightskulk communities are small enclaves within larger settlements of other races, and the members would defend the others with their lives as their opinions toward others reach near-paranoia. Common stereotypes of nightskulks include the image of wealth-hungry thieves and burglars, devoted confidants who always have a plan or emergency stock hidden away, or individuality-bereft sheep who would give up their hopes and personality for the protection granted by being part of a crowd.

Seascarred (Wereshark): Seascarred have bestial desires that make them crave simplicity while sharpening their senses to the point where the open ocean is usually the only place peaceful enough for them to feel comfortable. When left to their own devices, seascarred fulfill their basic needs in the most direct manner possible, rarely questioning or second-guessing and taking such behavior from others as insult. They prefer to spend their time at sea, able to tolerate the noise and movement as long as they aren't surrounded by oppressive landlocked walls, and end up fishing or engaging in piracy - whatever is the most convenient way to ensure that they have dinner that night. Common stereotypes of seascarred paint them as dumb brutes who live to fight and eat without a thought in their heads, natural hunters who prefer to discard the distractions of small talk and impractical dreams, or terrifyingly astute tyrants who rule the seas without room for disagreement, lest one become their next meal.

Fanglords (Weretiger): Fanglords have bestial desires that instill them with an innate pride and confidence in their authority, as well as a constant awareness of the weaknesses of those around them. When left to their own devices, fanglords tend to manipulate their ways into positions of power among non-skinwalkers, relying on their charm and alertness to keep them safe from suspicion while enjoying the affluence and luxury that they believe they deserve. They rarely interact with others of their kind, save to form relationships of romantic interest or mutual protection, as they see other races as beneath them. Common stereotypes of fanglords depict them as consummate narcissists who would do anything to avoid engaging in actual work, gifted commanders and royalty who are destined to rise to the top, or sycophantic predators who see their friends and enemies alike as tools.

Witchwolves (Werewolf): Witchwolves have bestial desires that drive them to band together and claim large territories for them to roam, hunt, and live within as they form powerful bonds with others of their pack, though the strength of these bonds often leads them to consider any others who enter their territory as intruders or prey. When left to their own devices, witchwolves gather in frontierlands and patrol wide swathes of land as semi-nomads, raiding or trading with any who enter their territory, but in all cases ensuring that any interlopers know who holds power in the area. Common stereotypes of witchwolves call them accursed, wily bandits who strike without warning and disappear just as quickly, noble protectors of unspoiled wilds, or familiar wanderers with few tales to tell but plenty of necessary supplies.

Aerieborn (Wereraptor): Aerieborn have bestial desires that cause them to subject any around them to acute observation, and make carrion and other rotted foods overwhelmingly appealing. When left to their own devices, aerieborn tend to cooperate easily, as they can detect minute changes that signal dishonesty and hostility thanks to their scrutiny, grouping up to ensure that every member of the flock has their basic needs met, but significantly differing on other opinions and behaviors. Common stereotypes of aerieborn claim that they're strange stalkers who track the movements of any who interest them, good samaritans who are willing to share what they have with others, and shameless utilitarians who choose the most efficient way to solve problems, even if they must debase themselves to do so.

Mechanics
Standard Racial Traits


 * Ability Score Modifiers: Skinwalkers are well attuned to the natural order of things and value passion above reason. They gain +2 Wisdom, –2 Intelligence, and +2 to one physical ability score while shapechanged (1 RP). While in their bestial form, they gain a +2 racial bonus to either Strength, Dexterity, or Constitution (see Change Shape). Skinwalkers of specific heritages (see below) gain different ability score modifiers, as indicated.
 * 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 with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feat and Skill Racial Traits


 * Animal-Minded (2 RP): Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks. Skinwalkers of specific heritages gain a +2 bonus to different checks as indicated.

Magical Racial Traits


 * Change Shape (Su, 5 RP): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. 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 claw attacks that each deal 1d4 points of damage
 * Darkvision to a range of 60 feet.
 * +1 racial bonus to natural armor.

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. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features.


 * Spell-Like Ability: Skinwalkers with a Wisdom score of 11 or higher can use speak with animals 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.

Senses Racial Traits


 * Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.

Society
The majority of skinwalkers, save for fanglords, attempt to disguise themselves as members of their apparent race and live out their lives without any fuss or notice. As such, adult skinwalkers rarely enter the spotlight, for those who have survived long enough to become undetected in their day-to-day routines are skilled enough to deflect scrutiny. However, as skinwalkers have difficulty controlling their transformation in adolescence, often first learning of their true nature during a traumatic and unintentional shapeshift at the start of puberty, many leave behind their hometowns and identities and set out on the road, only allowing themselves to stop and consider resettling after a long period of self-reflection. Those that steel themselves against the prospect of discovery are able to re-enter civilized life in a faraway land where rumors of their departure will not arrive, while those that don't often end up living in the wilds, isolated unless they are lucky enough to find others of their kind or folk who will accept them in spite of their nature - both equally rare. Occasionally, skinwalkers give themselves over fully to their savage instincts and permanently shift into their hybrid forms, emerging as a menace to local settlements or growing to become a local spirit or legend. The most tenacious of these sometimes meet up with true therianthropes, though whether the meeting is a blessing or a tragedy is up to fate.

Religion
Skinwalkers almost always revere nature itself as an overriding, overarching force in their lives, but the deities that they worship can usually be delineated by their type. Bloodmarked tend to praise the inevitability and filth of Alessandra Juntoso, as her works tend to leave only the strong alive while retroactively justifying their gluttonous habits. Coldborn value the importance that Ketar Mozog places on defensiveness and social bonds, and though they still disappear during the winters, their shrines to him are often well-maintained during the few hours that they are able to stay awake. Ragebred seek respect over all things, and they find it comes easiest through Pahala Kadam's war and conflict, where they are free to display their prodigious strength. Scalehearts consider gods among the things that they are willing to sacrifice to attain their goals, which pleases Nothing Left of Quibatus, who would fully expect a follower to disavow him - and anyone else - if he became a hindrance. Nightskulks desperately pray to Masik, whose wonderful accidents give them hope that even in their mistakes, they might still remain safe and provided for. Seascarred are singularly superstitious despite their plain worldviews, and venerate Basang Ba, who is clearly the strongest of all gods and therefore worthy of it. Fanglords, considering themselves royalty, follow Dowager Empress Kyouko, assuming that their divine right to rule is implicit in their nature. Witchwolves worship Fa'qamuu Twice-Heavenbound, concentrating on the moon and stars as celestial bodies. Aerieborn revere Jolein Composed of Desire, whose sphere of knowledge that is forbidden to some but granted to others allows them to feel elevated rather than dismissed due to their talent for observation.

Relations
Skinwalkers are often mistaken for therianthropes, and in many cases, the association is well-deserved - as a result, allies and friends may be few and far between. Aasimar and tieflings look down on skinwalkers, considering them either active dangers or pitiable, but usually don't wait to find out, choosing to be standoffish and hyper-aware around them at best.

Aphorites have difficulty telling skinwalkers apart from others, and prefer to focus on their chosen work instead.

Ganzi and drow find skinwalkers to be intriguing and unique, which usually makes the skinwalker in question highly uncomfortable.

Changelings and skinwalkers sympathize greatly with each other, often becoming steadfast friends in a world that despises them, although dhampir think of skinwalkers as ignoble, miscreated, worse versions of races they live with.

Drelmans see skinwalkers as a bridge between the human world and animals, although whether that's something sacred or something degenerate varies and can rapidly change. Similarly, duergar pay no mind to skinwalkers during good times, but will butcher them for food if survival demands it.

Dwarves, fetchlings, ghorans, halflings, kobolds, oreads, suli, undine, and vanara all distrust skinwalkers, remaining on edge around them or exiling them.

Elves idolize skinwalkers as nature knowing itself, which is so far from their usual treatment that most skinwalkers accept it without a second thought.

Gnomes have no problem with skinwalkers on principle, but their obsession with civilized ways usually ends up driving a personal wedge between them.

Grippli, lizardfolk, orcs, and hobgoblins bear no ill will toward skinwalkers, though the latter two races tend to feel betrayed if the skinwalker ends up not being as dangerous or as powerful as a true therianthrope.

Ifrits and sylphs, seeking glory and answers respectively, find skinwalkers to be endlessly interesting allies, which is exactly what drives skinwalkers away - some skinwalkers say that they would rather face down a mobilized militia than deal with a sylph's curiosity.

Kitsune find that skinwalker's jealousy over their good reputation bleeds into every interaction that they have, and despite their goodwill, the skinwalker tends to end up self-sabotaging any possible relationship.

Parmans and nagaji value other aspects of skinwalkers over any potential danger, with nagaji not letting race get in the way of loyalty to their country and parmans not letting danger get in the way of their entertainment.

Ratfolk get along with nightskulks and react with mob violence to other skinwalkers, while tengu get along with aerieborn and react with cold and unwelcoming silence to others.

Vishkanya love skinwalkers, whose very nature acts as the perfect blackmail and manipulation material.

Goblins love skinwalkers as well, though for entirely different reasons - what's not to love? It's a person and an animal, in one! Goblins would be amazed that nobody had never thought of it before if skinwalkers did not exist, but luckily, they do.