Joined: 13 Sep 2012
|Posted: Sun 16 Sep - 02:22 (2012) Post subject: 107
|Je me souviens tres bien du souffle sulfureux de la bête. Cette masse infecte de corruption nous engloutissant tous pour ne laisser qu'une trainer visqueuse la ou nous étions. Hélas ce ne fut que le début. Cette entité pris son temps pour nous consumer. Nous ressentions mille et une douleurs des plus atroces que je ne souhaiterais a personne sauf Loth en personne. Bien que je nétais pas né quand le premier de ma ligné vécu, nous avons la faculté de parcourir la mémoire de nos prédécesseur, Mais la douleur quil a subit est toujours aussi présente bien que cela fasse 107 génération que cette afliction nous transformèrent en skulk’s.
-2906 Les voies d’ubtao se font entendre par le biais de coualts dans une caste d’esclave humain du sud de la péninsule de chult. Ils sont le bien des servants de Loth.
-2904 Une révolte parmi la caste d’esclave Éclate. Ceux-ci se font appeler les skulk’s, ce qui signifie, a jamais libre de la tyrannie. La révolte est rapidement maitriser et au final plus de milles esclave sont sacrifier a Lolth en châtiment exemplaire. Ce sacrifice durera pendant 1 an.
-2903 Une vision d’ubtao est captée par un druide de la caste d’esclave. Cette vision parle d’un rituel qui renverserais la tyrannie de Lolth et a jamais les skulk’s serais caché.
-2901 Le rituel est accompli, après 2 ans de préparatif et de d’invocation journalière il semble que le jour de la délivrance soit arrivé. Une Bête primordial surgit du néant. Une facette de ubtao ou une supercherie d’un autre dieu, One ne le saura jamais, mais la totalité de la caste des skulk’s est engloutie par une créature titanesque et les raye de l'histoire. Laissant Loth avec six mille esclaves en moins.
-2840 Le primordial recrache les âmes des skulk’s et leurs façonne une nouvelle enveloppe charnel. Ils ne seront plus jamais humains. Après 39 ans de torture intestine ils sont de retour. Le primordial les installa au cœur des tréfonds.
-2835 le druide qui avait reçu la vision d’ubtao se sacrifie pour garder la présence de son peuple à labris des vue de Lolth. Ses derniers mots sont, Les grande saloppe de Lolth vont tomber.
-2802 les skulk se rendent compte qu’ils ne sont pas les choisis de ubtao. Ubtao semble avoir jeter sont devolu sur une autre tribu nommé Tabaxi
…. Les siècles passerent et les skulk’s s’éparpillerent au quatre coin de faerun. Ils étaient des milliers et ne sont aujourd’hui qu’une poigner. Certain disent que d’immense cité de skulk’s serais fleurissantes au plus profond des tréfonds. Qu’ils mèneraient une guerre contre toute race plus fortunés que la leurs, Ayant oublié leurs but premier, crachant leurs haine à tous. Il est extrêmement rare de croiser un skulk, Mais au premier contact il est évident qu’il y a plus. D’apparence humaine, Sans pilosité, mais qui ont les yeux entièrement bleu. Ils ne passent que très rarement pour humain.
1374 Les voies de vhaeraun croisent 107, le dernier descendant de goozenial, le druide qui entendis ubtao. Il semble qu’en s’unissant à la famille valeska les grande saloppe pourraient tomber….
1376 au final les maison sont toutes pareil. Lolth j’arrive.
Skulk An alien inhabitant of the dark underworld, once members of an underprivileged caste of an ancient empire aeon ago, the humans who would become skulks withdrew from the world through a magical ceremony that solidified their “untouchable” status. The ritual granted them natural swiftness, allowing skulks to blend in perfectly with their surroundings. Skulks gather in small bands within or near human communities. When night falls, they engage in raids that result in bloodshed as the skulks’ innate hatred for humans manifests itself in murderous rage. They use ambush, deception, and superior numbers to overwhelm their victims.
Personality: Skulks are angry, violent creatures who harbor jealous hatred for all beings more fortunate than them (which includes just about everyone). They have a powerful self-preservation instinct, often mistaken for cowardice that keeps them to the shadows. They have little regard even for their own people, and skulks have been known to abandon their own young if it meant protecting their own skin.
Skulk Minds: Those who have had mental contact with a skulk’s mind tell of a powerful and alien intellect both vast in size and horrifying in scope. If a human’s mind can be said to be analogous to a river, traveling through diverse lands and touching numerous points of the world, then a skulk’s mind is the ocean—a vast, seemingly endless primal source into which all rivers must eventually pour. Most amazing is a skulk’s vast racial memory. While one skulk has no direct access to the personal memories of any other, its own memories are handed down completely intact through the generations. A pair of skulk can easily determine how they are related if they examine their memories far enough into the past. Mere access to such a vast wealth of memories would quickly and irrevocably drive human minds insane, but skulks do not have human minds. It takes time for them to retrieve specific bits of information from their memories; skulk take great enjoyment from simply wading through their racial memories and can spend years observing just the memories of one or two ancestors.
Physical Description: Skulks stand between 5 feet and 6 feet tall and weigh 120 to 180 pounds. They are completely hairless and wear little or no clothing. Skulks are gender neutral. Their skin is usually dull grey, but an individual can change its color on a whim, from a subdued brown to a lurid red or yellow. Skulks are capable of assuming any “natural” human flesh tone to better blend in. They have pupil less blue eyes, regardless of their skin coloration.
Reproduction: To a skulk, reproduction is a deeply personal process that should happen in isolation, they become fertile only once in their lives. During this period (which happens within the first forty years of a skulk’s life), the skulk grows increasingly more erratic and paranoid in behaviour. A strange ovoid organ below the back of the skulk’s tongue grows large and swollen; this is the skulk’s womb. A typical skulk gestates up to twelve young in its womb over a period of nearly six months, during which time it grows more and more active and cantankerous. A pregnant skulk eats nearly four times its normal amount of food for the first four months of its term, storing up food reserves in its stomach, intestines, and even its lung. During the final two months, the skulk’s womb has swollen so large that its mouth becomes incapable of swallowing more food, and its tongue protrudes grossly from its maw. A skulk is at its most paranoid during this time and remains hidden in the shadow until it gives birth. The birthing of new skulk is a sight that few have witnessed, and by all accounts, it’s something that even fewer would want to witness. When a brood comes to term, a skulk’s jaw unhinges, and it regurgitates its womb out through the mouth. The skulk bites the womb off, and it fell to the ground in a boneless mass of gore and fluid. The young skulks are forced to chew their way out of the gory mass to freedom; they are capable of walking immediately, but their stealth develops later in life. Although a skulk gives birth to up to a dozen young at once, only a handful survives. The parent observes it’s young and decides which look most like itself. The others are killed by the ravenous parent, along with the discarded womb, and the surviving young are forced from the parent’s lair within a year to fend for themselves. Some skulks are known to be able to reproduce with humans. Implanting they womb in a female and leaving her to die. As the womb grows bigger in size the creature is eaten from the inside till the youth finally come out at the end of the term, in a bloody mess. Only a few skulks are able to survive this process, due to witness fear of the birthing process.
Relations: Skulks typically hate all humanoid races, but display particular viciousness toward their human forebears. Even those skulks who aren’t evil don’t usually trust other races, remaining on the outskirts of civilization rather than trying to integrate themselves.
Alignment: Naturally violent and cruel, skulks tend toward chaos and evil, though a few manage to avoid these tendencies. Good skulks are outcasts even among their own people, and lawful skulks are extraordinarily rare (but can become leaders among their race).
Skulk Lands: Skulks have no lands of their own, instead living near or within human towns and cities. They are parasitic in nature, living off what they can scrounge or steal. Particularly bold skulks even live among humans for short periods of time, using disguise and subterfuge to survive.
Religion: Skulks typically worship deities devoted to evil, deception, treachery, and murder. Nerull and Vecna find numerous worshipers among the skulks. Nonevil skulk’s venerate deities such as Boccob or Olidammara. Their most revered deity is the god Syrul, a neutral evil god of lies, deceit, treachery, and false promises. Her domains are Evil, Knowledge, and Trickery, and her favoured weapon is the dagger.
Language: Skulks speak a bastardized version of Common, rife with words and concepts from long-dead human cultures. They can understand speakers of Common, and vice versa.
Names: Skulk names are typically simple, one- or two-syllable monikers. They avoid harsh, sibilant sounds (such as f, s, or x), the better to signal their allies quietly. Skulks do not recognize any ties to family or clan, and thus rarely use anything more than a single name. Names: Hadan, Krem, Lar, Lorrid, Mullev. , Ev, Ilen, Olleg, Udge.
Adventurers: Skulks who are brave enough to leave their people are rare, but can prove effective adventurers. Skulk adventurers, however, are outcasts from their coterie, forced into a life of danger by necessity rather than choice. In any case, skulk adventurers are most often rogues, fighters, or barbarians. Skulk bards who overcome the race’s naturally insensitive personality can become exceptional spies.
Skulks are defined by their class levels—they do not possess racial Hit Dice. All skulk have the following racial traits.
• +4 Dexterity, –4 Charisma: Skulks are agile and graceful, but have subdued personalities.
• Shapechanger Subtype: Skulk are humanoids with the shapechanger subtype.
• Medium: As Medium creatures, skulks have no special bonuses or penalties due to size.
• Normal Speed: Skulk have a base speed of 30 feet.
• Curse of Cold Iron: Cold Iron is a slow-acting poison to any Skulk; consequently they avoid using any items made of Cold iron. Note that this is a gradual poisoning; Cold iron weapons do not do any additional damage in combat. Prolonged contact with cold iron or ingesting it can cause a permanent drain on vitality (see The Curse of Iron), if not countered with healing or removal of the cold iron from the skulk’s system.
• Alternate Form: (Su): As a standard action, a skulk can change shape, assuming an amorphous form. Any equipment the skulk is wearing or carrying transform to become part of this new form. Material armor (including natural armor) becomes worthless, thought the skulk’s dexterity bonus, deflection bonus, and any armor bonuses from force effects (for example, from the mage armor spell) still apply. As an ooze like creature, a skulk has no eyes, but its whole body acts as a sensory organ, allowing it to perceive its environment out to a range of 120 feet in Darkvision. In her amorphous form, she is immune to poison, polymorphing, and stunning, she cannot be flanked, and she is not subject to extra damage from critical hits, but she can’t attack or cast spells with verbal, somatic, material, or focus components. (This limitation does not rule out spells that the skulk may have prepared using the metamagic feats eschew materials, silent spell, and still spell.) Her land speed remains unchanged, she gains a swim speed (if it does not have one already) equal to its land speed. She can remain submerged as long as desired without breathing. The skulk loses all other supernatural abilities while in amorphous form, and her magic item ceases functioning. Her amorphous form is nearly fluid and boneless; she can move, at half speed, through small cracks, gratings, or even under doors, and can ooze its way along walls or ceilings as well. Resuming her normal form is a full-round action that does not provoke an attack of opportunity. A skulk can remain in amorphous form for up to 10 minutes per class level, but after resuming her normal form she cannot change again for as long as she spent in amorphous form.
• Darkvision: Skulk can see in the dark up to 60 feet.
• Stealthy: +4 racial bonuses on stealth checks: Skulks excel at keeping to the shadows. These bonuses apply only when a skulk is wearing light armor or no armor.
• Bonus Feat: Skulks select one extra feat at 1st level.
• Skilled: Skulks gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Innate Nondetection (Su): Skulks are difficult to detect by divination spells such as clairaudience/clairvoyance, locate creature, detect spells, and items such as a crystal ball. If a divination is attempted upon a skulk, the caster of the divination must succeed on a DC 20 caster level check.
• Peerless Camouflage (Ex): Skulks can move at full speed (and can even run) while hiding, taking no penalties on Hide checks due to movement. These bonuses apply only when a skulk is wearing no armor.
• Shifting (Su): A skulk can tap into her heritage to gain short bursts of physical power. Once per day, a skulk can enter a state that is superficially similar to a barbarian’s rage. Each skulk has one of eight skulk traits—characteristics that manifest themselves when a character is shifting. Most skulk trait provides a +2 bonus to one of the character’s physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well. Skulk traits are described in the following section. Shifting is a free action and lasts for a number of rounds equal to 3 + the skulk’s Con modifier. (If a skulk feat or other effect increases the character’s Con modifier, use the newly improved modifier.) A skulk can take feats to improve this ability. These skulk feats are described bellow. Every skulk feat a character takes increases the duration of shifting by 1 round. For every two skulk feats a character takes, the number of times per day she can tap into the ability increases by one. So, a character with two skulk feats can shift two times per day (instead of the usual one), and each use of the ability lasts for a number of rounds equal to 5 (instead of 3) + the skulk’s Con modifier.
• Trackless Path (Ex): The DC of any Survival check to follow the trail of a skulk is increased by 10.
• Automatic Language: Common. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
• Favoured Class: Rogue. A multiclass skulk’s rogue class does not count when determining whether he takes an experience point penalty for multiclassing.
• Level adjustment: +2
Each skulk has two the following special traits, which are selected when a character is created and cannot be changed thereafter.
Beasthide (Su): While shifting, a beasthide skulk gains a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
Fluidity (Su): While shifting, a fluidity skulk amorphous form protects vital areas more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Gorebrute (Su): While shifting, a gorebrute skulk temporarily gains a +2 bonus to Constitution and become able to heal at an accelerated rate. In fact, Gorebrute shifter gains fast healing 1.
Longstride (Su): While shifting, a longstride skulk gains a +2 bonus to Dexterity and a bonus of +10 feet to his base land speed.
Oozesight (Su): The oozesight trait is the rarest of all skulk traits, and many oozesight skulk become druid within skulk communities. Unlike other skulk traits, which increase a skulk’s physical abilities, the oozesight trait sharpens a skulk’s instincts and awareness. While shifting, an oozesight skulk temporarily gains a +2 bonus to Wisdom and gains the ability to charm ooze creature as if under the effect of a charm animals spell (targeting ooze creature).The skulk is treated as a druid of a level equal to his character level for this purpose. In addition, the skulks treat Handle Animal as a class skill and receive a +2 to it to affect ooze creature, even while not shifting.
Pseudopods (Su): While shifting, a skulk gains a +2 bonus to Strength and can transform his hands into pseudopods. He can make two natural attacks with his pseudopods as a full attack action, or one attack as a standard action. Each successful attack deals 1d6 points of damage (plus an additional +1 for every four character levels she has) with each successful attack. She can attack with one pseudopods as a standard action or with two pseudopods as a full attack action (as a primary natural weapon). She can not attack more than once per round with a single pseudopods, even if her base attacks bonus is high enough to give her multiple attacks. She can attack with a pseudopods as a light off-hand weapon while wielding a weapon in her primary hand, but all her attacks in that round take a –2 penalty.
Ragingblood (Su): While shifting, a ragingblood skulk gains a +2 bonus to Constitution and the skulk become infused with acidic blood. Each time damage is dealt to the skulk, its blood sprays outward in a 5- foot cone, dealing 1d6 points of damage of acid to all within range (no saving throw). The ooze is not harmed by its own blood.
Truedive (Su): While shifting, a truedive skulk temporarily gains a +2 bonus to Constitution and a swim speed of 30 feet. Gaining a swim speed grants him a +8 racial bonus on Swim checks. In addition, the skulk can hold his breath for a number of rounds equal to 5 × his Constitution score before he risks drowning. A truedive skulk gains this benefit even when he isn’t shifting.
The Curse of Cold Iron:
Cold irons are the bane of the skulk, such that any skulk that encounters it will begin to suffer adverse reactions. Simply touching cold iron is uncomfortable, with a Will save after each round at DC 10 to avoid losing his mental balance. This DC is also used for concentration checks and for spellcasting while in contact with cold iron. Cold iron has a debilitating effect. Treat Cold iron as a contact poison requiring ten full minutes of exposure for initial onset. After this ten minute build up, the skulk must make fortitude save at DC 15 or temporarily lose four attribute points each in STR, CON, and DEX. If the skulk succeeds at his save, but remains in contact with the iron, he must save again after another ten minutes of exposure at +5 DC. Repeat until the skulk succumbs to the effect or the cold iron is removed. Ten minutes after the primary effect, the skulk must make Fortitude save (using the newly modified CON) at DC 25 or permanently lose a level of experience. Each day of contact thereafter requires another save at DC 25 or results in yet another level loss. If the skulk’s level falls to 0, he dies, and immediately fades to nothingness. Ingesting cold iron increases all DCs listed above by 5, and eliminates the 10 minute onset time. Spellcasting under the debilitating effects is nearly impossible, requiring a concentration check at DC 30. A skulk cannot recover any of the attribute damage until the cold iron is removed. Only experience or Lesser Restoration or Restoration can restore lost levels. Ingested cold iron can be removed by Remove Poison followed by Remove Curse, or with Heal spell, Miracle, or Lesser/Greater Wish. If physically restrained by cold iron, (most likely by manacle, chain, or hoop) a skulk loses all his above listed Special Qualities, and begins to age at a faster rate. The cold iron need not touch skin (as in the case with cloth-lined manacles), thus avoiding the poisoning effects, but must be the force rendering the skulk unable to move freely. A bound skulk’s lifespan in these conditions is similar to starvation (see bellow Starvation and Thirst, from Pathfinder core rulebook p.444).
Starvation and Thirst
Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration. A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead. A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead. Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.
Your skulk-enhanced instincts and senses allow you to detect concealed and invisible creatures.
Prerequisite: Skulk, skulk instincts.
Benefit: While morphed, your non visual senses improve to such a degree that you gain the blindsense ability out to 30 feet (see page 306 of the Monster Manual).
EXTRA SKULK TRAIT [SKULK]
You manifest a second skulk trait while shifting.
Prerequisites: Skulk, two other skulk feats.
Benefit: Select a trait from those described in the skulk race description. You manifest all the benefits of this trait while shifting except for the temporary bonus to an ability score.
Special: You can gain Extra skulk trait multiple times.
FLUIDITY ELITE [SKULK]
While shifting, you ignore critical hit or sneak attack more effectively
Prerequisite: Skulk with the fluidity trait, reactive shifting.
Benefit: While shifting, the percent chance increase to 50% to ignore critical hit or sneak attack more effectively
Special: You can gain fluidity elite trait multiple times, its effect stacks to a maximum of 75% chance.
GOREBRUTE ELITE [SKULK]
While shifting, you heal a moderate amount of damage.
Prerequisite: Skulk with the gorebrute trait.
Benefit: While shifting, your healing factor increase by 1.
Special: You can gain gorebrute elite trait multiple times, its effect stacks.
GREAT REND [SKULK]
You know how to hit where it hurts with your pseudopods.
Prerequisites: Skulk with the pseudopods trait, +4 base attack bonuses.
Benefit: If you hit with both of your pseudopods attacks in a round, you deal extra damage equal to 1d4 + 1/2 your Str modifier, plus 1 additional point for every four character levels you have.
GREAT SLAM [SKULK]
You know how to hit where it hurts with your pseudopods.
Prerequisites: Skulk with the pseudopods trait, +6 base attack bonuses.
Benefit: Your pseudopods attacks now have a critical hit multiplier of ×3.
Normal: Without this feat, your pseudopods attacks have a multiplier of ×2.
GREATER SKULK DEFENSE [SKULK]
By delving deeper into your skulk heritage, you develop the ability to ignore some damage from every attack.
Prerequisites: Skulk, Skulk Defence, three other shifter feats.
Benefit: When shifting, your damage reduction improves to DR 4/ Cold Iron.
HEALING FACTOR [SKULK]
When your current period of shifting ends, you heal a limited amount of damage.
Prerequisites: Skulk, Constitution 13.
Benefit: When you stop shifting, you immediately heal a number of hit points equal to your character level. This benefit does not occur if you die (at –10 hit points) before the period of shifting ends.
IMPROVED NATURAL ATTACK [SKULK]
One of a creature’s natural attacks is more dangerous than its type and size would otherwise indicate.
Prerequisites: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature’s natural attack forms. The damage of this natural weapon increases by one step, as if the creature’s size had increased by one category. To determine the amount of the increase, find the natural weapon’s damage on one of the two progressions given below and improve it to the next higher die value.
Progression I: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
Progression II: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Special: A creature can gain this feat multiple times. Each time a creature takes the feat, the damage for a different one of its natural attacks increases.
Special: A skulk may select Improved Natural Attack as a skulk feat.
LIQUID GROUND [SKULK]
Your alternate form improves.
Benefit: While morphed, you gain a burrow speed equal to half your land speed.
LONGSTRIDE ELITE [SKULK]
Your longstride skulk trait improves.
Prerequisite: Skulk with the longstride trait.
Benefit: While shifting, your base land speed improves by an additional 10 feet.
OOZESIGHT ELITE [SKULK]
Your oozesight skulk trait improves.
Prerequisite: Skulk with the oozesight trait.
Benefit: While shifting, you can use a full-round action to gain extraordinary visual power. For the duration of your shifting, you gain a +5 bonus on Spot checks and can see invisible creatures and objects as if under the effect of a see invisibility spell.
PSEUDOPODS CHARGER [SKULK]
Your pseudopods skulk trait improves.
Prerequisite: Skulk with the pseudopods trait.
Benefit: When you make a charge attack, you can make two pseudopods attacks at the end of the charge. Both attacks are at your highest attack bonus, and both receive the +2 bonus for charging.
Normal: Without this feat, a character can only make a single attack as part of a charge.
PSEUDOPODS ELITE [SKULK]
The skulk pseudopods produce a mucus-like slime that contains a highly corrosive substance. The slime is particularly effective against stone.
Prerequisite: Skulk with the pseudopods trait.
Benefit: The skulk pseudopods deals acid damage to organic creatures or objects. Against metallic or stone creatures or objects, the skulk slime deals more damage according to the chart below. A pseudopods attack by the skulk leaves a patch of slime that deals 1d6 acid damage on contact and the same on the next rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. Creatures attacking the skulk with natural weapons take damage from the skulk pseudopods each time their attacks hit unless they succeed at Reflex saves (DC 10 + one-half of the skulk HD + its Constitution modifier).
Size Acid Metal Stone
Fine 1 1d3+1 1d4+2
Diminutive 1d2 1d4+1 2d4+1
Tiny 1d3 2d4 3d6
Small 1d4 2d6 4d8
Medium-size 1d6 2d8 4d10
Large 1d8 2d10 4d12
Huge 2d6 4d8 8d10
Gargantuan 2d8 4d10 8d12
Colossal 4d6 6d10 12d12
REACTIVE SHIFTING [SKULK]
You can shift whit a mere thought.
Prerequisites: Skulk, skulk instincts.
Benefit: You can activate your racial shifting ability as an immediate action, allowing you to begin shifting even when flat-footed or when it’s not your turn.
QUICK CHANGE [SKULK]
You can quickly alter your features and physiology.
Prerequisite: Skulk, skulk instincts.
Benefit: You can use your alter form ability as a free action.
Normal: Using the minor change shape ability is a standard action.
SKULK AGILITY [SKULK]
Your heritage of speed and ferocity has honed your reflexes, allowing you to avoid attacks.
Prerequisite: Skulk with the longstride, or truedive trait.
Benefit: You gain a +1 dodge bonus to Armor Class and a +1 bonus to Reflex saves while shifting.
SKULK DEFENSE [SKULK]
By delving into your skulk heritage, you have developed the ability to ignore a little
damage from every attack.
Prerequisites: skulk, two other skulk feats.
Benefit: While shifting, you gain damage reduction 2/Cold Iron.
SKULK FEROCITY [SKULK]
You are a tenacious combatant, continuing to fight when others would succumb to pain and injury.
Prerequisites: Skulk, Wisdom 13.
Benefit: While shifting, you continue to fight without penalty if you are disabled or dying. This benefit has the following specific game effects. When reduced to 0 hit points, you can act as if you weren’t disabled (that is, you ignore the normal restriction of only a single move action or standard action per round). You do not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 hit points. When reduced to –1 to –9 hit points, you do not fall unconscious. You do not automatically lose 1 hit point each round when at –1 to –9 hit points. When your current hit points drop to –10 or lower, you immediately die.
SKULK INSTINCTS [SKULK]
Your heritage has given you sharp senses and quick reflexes, and you have learned to trust your equally sharp instincts.
Benefit: You gain a +1 bonus on Listen, Sense Motive, and Spot checks, and a +2 bonus on initiative checks.
SKULK SAVAGERY [SKULK]
The bestial fury of your ooze ancestors allows you to deal devastating strikes with
your natural weapons.
Prerequisites: Skulk with the pseudopods, pseudopods elite, base attack bonus +6, ability to rage or frenzy.
Benefit: While shifting and raging simultaneously, the threat range of your natural weapons doubles (to 19–20) and the base damage dealt by your natural weapons improves by two steps, as if your size had increased by two categories. To determine the amount of the damage increase, find the natural weapon’s damage value on one of the two progressions below and improve it by two steps (for example, from 1d4 to 1d8).
Progression I: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
Progression II: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Special: The threat range improvement granted by this feat doesn’t stack with any other effect that expands the threat range of a weapon (such as Improved Critical). The damage improvement granted by this feat does not stack with other effects that increase the base
damage of your natural weapons (such as Improved Natural Attack), except for effects that grant an actual size increase (such as an enlarge person spell).
SKULK STAMINA [SKULK]
Yours is a heritage of endurance and tenacity, and you can shrug off bruises and fatigue.
Prerequisites: Skulk with the beasthide, ragingblood or truedive, healing factor.
Benefit: While shifting, you are immune to nonlethal damage, and the effects of fatigue and exhaustion are suppressed. When your shifting ends, any fatigue or exhaustion effects that would have taken effect during your shifting (or that were in effect when you began shifting) take effect normally.
TRUEDIVE ELITE [SKULK]
Your truedive skulk trait improves.
Prerequisite: Skulk with the truedive trait.
Benefit: While shifting, your swim speed improves by 10 feet. In addition, you take none of the regular penalties on melee attack rolls normally applicable to underwater combat (see page 92 of the Dungeon Master’s Guide).
Special: Without this feat, a character with a swim speed takes a –2 penalty on melee attack rolls made with bludgeoning or slashing weapons while underwater.
Skulk Magic Item
NECKLACE OF NATURAL WEAPONS
The enhancement bonuses on this necklace are applied to attack and damage rolls involving one or more of the wearer’s natural weapons. In addition, any weapon special quality may be applied to this necklace, and the quality then applies to those natural weapons as well. For instance, a +1 keen flaming necklace of natural weapons would apply its enhancement bonus and the keen and flaming special abilities to one or more of the wearer’s natural weapons.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor; Market Price: 600 gp, plus the cost of the enhancement bonuses, multiplied by the number of natural weapons affected. A +1 necklace of natural weapons that affects one natural weapon costs 2,600 gp; if the same necklace affects six natural weapons, it costs 15,600 gp. Weight: —.
This finely crafted set of leather and hide bracers is embellished with intricate design work. Although magic, the bracers do nothing until worn by a skulk with the pseudopods trait. While shifting, the wearer of the bracers gains a +1 enhancement bonus on attack and damage rolls with his pseudopods attacks.
Minor transmutation; CL 5th; Craft Wondrous Item, alter self; Price 4,000 gp.
Skulk braids are small braided loops worn as headbands. Each is crafted of a different material and grants a different special ability to a skulk who activates the braid in the same round that he begins shifting (a swift action that does not provoke attacks of opportunity). The benefit granted by the braid lasts for as long as the character remains shifting unless stated otherwise, and a skulk braid is consumed once used. Skulk braids that function only for characters with a specific skulk trait or other ability offer no benefit to any other wearer.
· Braid of Dire Shifting: When activated, this thin loop of braided leather increases the skulk by one size category, as if subject to an enlarge person spell.
· Braid of the Ooze Path: When activated, this thin loop of translucent silk renders the skulk ethereal for 1 round. This braid only functions for shifters with the oozesight trait.
· Braid of Silver: When activated, this thin loop of braided silver wire allows the skulk’s natural weapons to be treated as silver weapons for the purpose of overcoming damage reduction.
· Braid of Spellstrike: When activated, this thin loop of braided treebark allows the skulk to cast one of his prepared divine spells as part of the same swift action that activates the braid. Any spell cast in this manner must be no higher than 3rd level, must have a casting time of 1 standard action or less, and may only target the skulk. For example, a 5th-level skulk druid with the pseudopod trait could cast greater magic fang on his pseudopods attack when activating this item, as long as he had that spell prepared. Casting a spell in this manner does not provoke attacks of opportunity.
Moderate transmutation; CL 9th; Craft Wondrous Item; Price 100 gp (braid of dire shifting), 150 gp (braid of silver), 500 gp (braid of spellstrike), 750 gp (braid
of the ooze path).
-Sure, I could have stayed in the past. I could have even been king. But in my own way, I *am* king.
[grabs the girl close]
-Hail to your king, baby.
[kisses the girl]