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Changeling (Change-ling)

There are hideous creatures made of hate and spite in the world, known as hags. These creatures cannot reproduce normally, and must breed with other creatures to create offspring's. These half-breeds are known as changelings, and take traits from both their hag mother and (usually unwilling) fathers.

Basic Information

Biological Traits

A changelings nails often grow out into long claws that can cause grievous damage, but they often gain extra traits and strange powers based on their hag mother.

Genetics and Reproduction

Changelings are incapable of reproducing by themselves; they must complete their transformation into a true hag. After completing their transformation, true hags must find a humanoid to mate with. Most resort to kidnapping and devouring males, but some more dubious hags use magic and guile to charm men away, only to leave them in an empty bed in the morning. Most hags leave their spawn on the doorsteps of their mates, but they also may leave them in orphanages or even raise them themselves. Many hags even steal babies out of their cribs, devouring its young flesh and leaving its spawn in its place.

Growth Rate & Stages

Changelings reach adulthood at 15 years of age. Around that age, they begin to hear a magical call from their hag mother, and many follow the call and seek out their sinister parent.

Dietary Needs and Habits

While they share the dietary needs of their host parents, changelings do often gain a craving for meat, especially the meat of humanoids.

Additional Information

Facial characteristics

All changelings suffer from heterochromia, always having each eye being a separate color. Their innate arcane power often manifests in strangely colored hair, usually with strange streaks thought their hair.

Average Intelligence

Changelings are crafty, having an innate talent for magic and often having a way with words.

Perception and Sensory Capabilities

Changelings have darkvision of 60 feet instead of the perceptive ability of their host species.

Civilization and Culture

Naming Traditions

Changelings generally share the same naming conventions of their adopted race.

Beauty Ideals

Changelings are often mocked for their strange colored eyes and other traits, and thus often struggle with their self image.

Gender Ideals

Changelings are always born female, and thus have no male gender ideals. Men often fear and abuse changelings, and thus many changelings gain a hatred of men in general.

Courtship Ideals

Being unable to reproduce without completing their transformation, most changelings forgo notions of courtship. Those that do often mimic their hags parents, utilizing charm and magic to force men into joining with them.

Relationship Ideals

Changelings are often lonely creatures, as many creatures fear what they might become, and those raised by their hag parent often known nothing but fear and hatred. Thus, many changelings struggle to have any sort of healthy relationship, but those who are shown kindness often become the loyalist of allies.

Average Technological Level

Changelings often utilize the technology of their host family, but usually will eventually turn towards magic instead of technology.

Major Language Groups and Dialects

Changelings speak the same languages of their host family, but all are capable of easily learning to speak Alko.

Common Etiquette Rules

Changelings are incredibly sensitive about their eyes, hair, and claws, and often try to conceal or change them to avoid ridicule or hate.

Common Dress Code

Changelings share the same dress codes of their host race, but also like long cloaks capable of hiding their features.

Common Taboos

Refusing the call of their mother is viewed a traitorous act by the hag, but many often changelings don't understand the call when it first occurs to them.

Historical Figures

One of the members of the legendary adventuring party known as the Band of the Sunlight Sword, was a changeling named Aliana.   One of the members of the Nenu-Lan guild, The Court of Misfits was a changeling spirit channeler named Leah.

Common Myths and Legends

Most changelings are raised on the religion of host family, but often are converted to Ogbane, the first hag, when they reunite with their mother.

Interspecies Relations and Assumptions

Like Tieflings, changelings are hated and feared. Many believe that a hag steals and consumes a child from their crib and leaves their own spawn in their place. This belief causes many to spurn their own changeling children and cast them out.

Racial Table - Changeling: Hit Dice: D8; Class Skills: Bluff, Climb, Heal, Knowledge (Arcana), Survival; Skill Ranks Per Level: 2 + Intelligence modifier; Weapon Proficiency: Simple, plus natural attacks; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +0 +0 +2 +0 Adopted, Hag Heritage
2nd +1 +0 +3 +0 Claws, Natural Armor
3rd +2 +1 +3 +3 Adopted Heritage, +1 Intelligence, +1 Charisma
4th +3 +1 +4 +4 Claws Increase, Natural Armor Increase
5th +3 +1 +4 +4 Adopted Heritage or Hag Transformation
 
Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
15 years +1d4 years (16 - 19) +1d6 years (16 - 21) +2d6 years (17 - 27)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leaches, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists     2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
5 ft. 2 in. +2d4 in. (5 ft. 4 in. - 5 ft. 10 in.) 85 lbs. +(2d4x5 lbs.) (95 - 125 lbs.)
 
Changeling Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Dex) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age
35 years 53 years 70 years 70 + 2d10 years (72 - 90 years)
 
Random Changeling Homelands
% Rolled Homeland Trait Gained
01-50 Adopted Homeland (Roll on table for Adopted Race)
51-94 Hag Homeland Frontier Forged
95-00 Unusual Homeland (Roll on Unusual Homeland table)
 
Random Changeling Families (Roll separately on adopted races charts for adopted family.)
% Rolled Parental Status
01-70 Only your biological mother is alive
71-85 Both of your biological parents are alive
86-90 Both of your parents are dead
91-00 Only your biological father is alive
Random Changeling Sisters
% Rolled # of Sisters
01-80 No sisters
81-86 1 sisters (separated at birth)
87-91 1d2 sisters (not separated at birth)
92-00 1d4-1 sisters (twins/triplets)
Lifespan
72 - 90 years; although many changelings transform into a true hag long before that.
Average Height
5 ft. 4 in. - 5 ft. 10 in. (for changelings born from human-sized races).
Average Weight
95 - 125 lbs. (for changelings born from human-sized races)
Average Physique
Changelings have an inherent beauty and grace, but their slender bodies often makes movement for them difficult and clumsy.
Body Tint, Colouring and Marking
Changeling color is often based on their hag parent, but sometimes they gain a grey or even pink tint to their kin.

Changeling

Type Changelings are humanoid creatures with the Changeling subtype.
Ability Score Modifier +2 Intelligence, +2 Charisma, -2 Dexterity. Changelings are crafty and charming, but their bodies often hinder their movements.
Size medium
Speed Changelings have a base speed of 30 feet.
Language A changeling begins play speaking the racial languages of her host family, and can select the same bonus languages as her host family. A changeling always adds Aklo to her list of bonus languages she can select.

  • Materil: A Changeling is tied to a Materil of her hag parent.
  • Darkvison: Changelings can see perfectly in the dark up to 60 feet.
  • Adopted Heritage: A changeling is always born into a host family, and raised with it for a time. At character creation, select another humanoid or monstrous humanoid race to be the changelings host family, and select one racial trait that race possesses. You gain that racial trait, and if the host family has a different size category or base speed, you gain those traits instead of the ones presented above. If the host race has an additional type of movement speed, you gain that speed as well, but only at a speed of half the original race. At 3rd racial level, a changeling gains another of its host racial traits. At 5th racial level, a changeling can choose to embrace its adopted heritage, and gains another racial trait of their adopted race, and gains the full movement speeds and subtypes of the host race.
  • Hag Heritage: A changeling inherits a racial trait based on its hag mother. Select one trait at character creation from the following table. At 5th racial level, a changeling can choose to embrace its hag heritage, gaining new abilities but shifting their alignment one step closer to their hag parent. If the changeling has the Awaked Hag Heritage racial feat, and at least the listed Transformation HD, they can seek out a Hag of their type and partake in a ritual that transforms them into a true hag. Changelings transformed this way lose all racial and class levels (although may take new class levels after transforming)
  • Claws: At 2nd racial level, a changeling's fingernails grow hard and sharp, granting her two claw attacks that deal 1d4 points of slashing damage. These claws are primary attacks. At 4th racial level, these claws increase to 1d6 points of damage.
  • Natural Armor: At 2nd racial level, a changelings skin grows leathery and hard, granting them a +2 Natural Armor bonus to their Armor Class. This bonus increases by 1 at 4th racial level.

Alternate Racial Traits
  • Adopted Bloodline: Some changelings are more connected to their adopted family than their hag blood. They gain an additional trait from the Adopted Heritage trait at 1st racial level, but lack the static effect from Hag Heritage. This trait alters both the Adopted and Hag Heritage traits.
  • Hag Bloodline (Sp): Some changelings are much more connected to their hag blood than their adopted heritage. They choose one 0th or 1st level spell from the witch spell list that does not have a material component of more than one gold. They can use the spell as a spell-like ability once per day if it is a 1st level spell or three times per day if it is a 0th level spell, with a caster level equal to the changelings total hit dice. At 3rd racial level, a they pick another 1st or 0th level spell, and at 5th racial level, they choose a 1st or 2nd level spell. A changeling with this trait does not pick any traits from its adopted parents. This trait replaces the Adopted Heritage trait, and alters the Hag Heritage trait.
  • Pureblood: Some changelings are born with a stronger connection to their adopted physique than the sinister arcana of their hag mother. These changelings gain the ability score modifiers of their adopted race instead of the ones presented above. This trait alters the changelings starting ability scores.

Trait Hag Parent Effect 5th Level Effect Alignment Shift Transformation HD Materil
Hulking Annis Hag You gain a +1 racial bonus on melee damage rolls. Your claws gain a rend effect that deals 2d6 points of damage. CE 7 Hatecrafter or Watershifter
Pyrophile Ash Hag You gain a +1 racial bonus on damage rolls with fire effects or spells with the fire descriptor. This bonus increases by 1 for every 4 hit dice beyond the 1st. You gain fire resistance 10 (or double any existing fire resistance) LE 7 Firedancer or Hatecrafter
Green Widow Green Hag You gain a +2 racial bonus on Bluff checks against creatures attracted to you. This bonus increases by 1 for every 2 hit dice beyond the first. Any creature struck by your claws take 1 point of Strength damag unless they make a Fortitude save (DC 10 + 1/2 HD + Charisma modifier) CE 9 Hatecrafter or Earthbreaker
Sea Lings Sea Hag You can hold you breath for a number of rounds equal to 3 times your Constitution score before risking drowning. You gain a swim speed of 40 feet (or double an existing swim speed) and gain the amphibious trait. CE 4 Watershifter or Hatecrafter
Gaze Blindness Mute Hag You gain a +2 racial bonus on saving throws against gaze attacks. This bonus increases by 1 for every 4 hit dice beyond the 1st. You gain blindsight of 10 feet. CE 14 Hatercrafter or Watershifter
Heritor Night Hag You gain a +2 racial bonus on saving throws against diseases. This bonus increases by 1 for every 4 hit dive beyond the 1st. You gain a ++1 resistance bonus on saving throws. NE 8 Hatecrafter or Shadowbringer
Ice Climber Winter Hag You gain a +5 racial bonus on Climb checks to climb icy or slippery surfaces. You gain cold resistance 10 (or double any existing cold resistance.) NE 10 Watershifter or Hatecrafter
Inscrutable Blood Hag Any Sense Motive DC checks against you are increased by 5. You are under the constant effect of the undetectable alignment spell. NE 12 Firedancer or Hatecrafter
Wind Breaker Storm Hag You are treated as two size categories larger for the purpose of resolving wind effects. You gain electricity resistance 10 (or double any existing electricity resistance) CE 10 Windcaller or Hatecrafter

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