wiki:skinwalker

Skinwalkers

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Skinwalkers
Height: 165 to 190
Attribute Modifiers: +2 Dexterity, +2 Wisdom, –2 Charisma
Language: Common (Taldan)
Common Cultures: Human Packs, Nomadic Skinwalker Tribes, Hidden Lunar Circles

Overview

Male Names: Same as culture of origin.

Female Names: Same as culture of origin.

Skinwalkers resemble humans much of the time but possess the uncanny ability to transform into bestial humanoids that combine the most fearsome aspects of flesh and fur. While commonly believed to be half-breeds of lycanthropes or afflicted with some diluted version of the lycanthropic curse, many skinwalkers consider themselves chosen by nature or divine forces to act as a bridge between humanity and the animal world.

A skinwalker’s true potential may lie dormant for generations, emerging unpredictably among humans, other humanoid societies, or within secretive skinwalker sects. Even two human parents can produce a skinwalker child if latent lycanthropic ancestry awakens, though two skinwalker parents might also produce a fully human child in rare cases.

Physical Description:

Outwardly, skinwalkers are almost indistinguishable from other humans or humanoids of their ethnic group. True-breeding skinwalkers often display dark eyes, straight dark hair, and richly colored skin.

When shapechanging, a skinwalker takes on a bestial form reflecting the creature they emulate. Snouts elongate, teeth sharpen, claws emerge, and skin toughens into hide. Despite their transformative abilities, skinwalkers are still susceptible to lycanthrope infections and other supernatural hazards.

Society:

Skinwalkers may live hidden among larger societies or wander nomadically in open lands. Those embedded in human or humanoid communities often keep their nature secret, blending in seamlessly. Packs or lunar covens of skinwalkers gather for ritualistic purposes or nocturnal hunts, especially under the full moon.

Nomadic skinwalkers often value kinship, shared hunting, and ritualized pack behavior, creating close-knit societies that emphasize loyalty, skill, and survival.

Relations:

Skinwalkers mostly interact with humans, though they form bonds with catfolk, tengus, and other animal-like races, as well as some lycanthropes. Many natural lycanthropes, however, see skinwalkers as inferior or weak, sometimes hunting them or attempting to infect them.

In mixed societies, skinwalkers carefully conceal their true abilities, revealing their animal forms only to trusted allies or kin.

Alignment and Religion:

Skinwalkers tend toward neutral alignments, though individuals may be of any alignment. Many venerate deities connected to nature, animals, hunting, transformation, travel, or trickery, such as those within the Green Faith. Spiritual practices often focus on balance between the human and bestial natures within them.

Adventurers:

Skinwalkers are natural wanderers and often become adventurers. Once part of a group, skinwalkers view their companions as a pack or herd, forming strong loyalties. Their shapechanging abilities and survival instincts make them excellent scouts, hunters, or rangers.

Class inclinations include ranger, druid, rogue, or shaman, though skinwalkers of any class may arise depending on upbringing and personal choice. Their adaptability to multiple environments makes them particularly versatile members of adventuring parties.

Names:

Skinwalkers adopt the naming conventions of surrounding cultures if raised among non-skinwalkers. Packs or hidden sects often append animal-inspired surnames or epithets to a personal name, resulting in names such as Bearmaw, Fangblood, Owlmarked, or Wolftamer. These names reflect either personal deeds, pack position, or individual affinity with a specific animal form.

  • Last modified: 2025/12/14 00:07
  • by ersatz