>[!infobox]+ >#### Changeling >![[Placeholder.png]] > > #### Creature >||| >|:-----|:-----| >|**Size**|Medium| >|**Type**|Humanoid| >|**Subtypes**|Changeling| >|**RP**|8| > > ##### Age and Longevity >||| >|:-----|:---| >|**Adulthood**|15 years years| >|**Intuitive**|+1d4| >|**Self-Taught**|+1d6| >|**Trained**|+2d6| >|**Middle Age**|35 years| >|**Old**|53 years| >|**Venerable**|70 years| >|**Maximum**|70+2d20 years| > > ##### Height and Weight >|||| >|:-----|:---|:---| >|**Gender**|**Height**|**Weight**| >|**Female**|62+2d10 in.|85+(2d10×5) lbs.| # Changeling (CHAY-nj-ling) Changelings are the offspring of hags and their lovers taken through magic or madness. Dropped off on doorsteps of prospective foster parents, changelings are raised by strangers. At puberty, changelings receive “the call,” a hypnotic spiritual voice that beckons them to travel and discover their true origins. Changelings who ignore this call choose their own destiny; those who heed it discover their “mother” and may come into great power by transforming into hags themselves.  ## Physical Description A changeling's appearance is based on their father's race, though often a tall, slender, dark haired, and attractive example. They are always female, and their mismatched colored eyes and abnormally pale skin hint at their true heritage.  ## In society Changelings are beings with a deep-seeded fell power. People who recognize changelings for what they are will often treat them as monsters, with hatred and fear or with bared steel. It is for this reason that outside of the Narrinfel, changelings often do not freely reveal their nature (if even they themselves are aware of it). The people of the Narrinfel are less openly hostile towards changelings (if not any less fearful) as such girls and women are a result of the fell bargains that have protected their homes since times before history.  ## Relations Changelings usually find themselves best received by fellow outcasts, or within small settlements so remote and desperate that any assistance is welcome, regardless of source.  ## Alignment and Philosophy Changelings often feel alienated from their surroundings. Even if they or their neighbors are ignorant to the changeling's true nature, the distinctive aspects of their appearance more often set them apart. The fell power inside them calls to them to indulge their base urges, and to ignore the constrains of civility and good conduct. Changlings gravitate away from good, and towards chaos.  ## Adventures Changelings often find themselves pushed to the fringes of society, making them natural candidate for adventurers. Their innate magical abilities makes them well suited as sorcerers and oracles, allowing them to revel in their power without suffering under the limitations of academic study or ecclesiatical dogma. Some hag traits make them well suited to martial pursuits: as fearsome brigands or enigmatic scouts or trail wardens.  ## Naming Traditions Changlings are raised within their father's culture, and their naming traditions would reflect this.  <br> # Racial Traits (8 RP) ### Standard Racial Traits - **Ability Score Racial Traits:** Changelings are frail, but are clever and comely. They gain +2 Wisdom, +2 Charisma, –2 Constitution. - **Size:** Changelings are Medium creatures and thus receive no bonuses or penalties due to their size. - **Type:** Changelings are humanoids with the changeling subtype. - **Base Speed:** Changelings base land speed is 30 feet. - **Languages:** Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: ?,?,?,?,?,? and ?. See the [[Languages of Temnia]] page for more information about these languages. #### Defense Racial Traits - **Natural Armor:** Changelings gain a +1 natural armor bonus to their Armor Class. #### Senses Racial Traits - **Darkvision:** Changelings can see in the dark up to 60 feet. #### Offense Racial Traits - **Claws:** Changelings’ fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each). #### Other Racial Traits - **Mother's Gift (1 RP):** A changeling inherits one of the following racial traits, depending on her mother’s hag type: - **Gaze Blindness (Mute Hag):** The changeling gains a +2 racial bonus on saving throws against gaze attacks. - **Green Widow (Green Hag):** The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her. - **Heartstone Heritor (Night Hag):** The changeling gains a +2 racial bonus on saving throws against disease. - **Hulking (Annis Hag):** The changeling gains a +1 racial bonus on melee damage. - **Ice Climber (Winter Hag):** The changeling gains a +5 racial bonus on Climb checks on icy or slippery surfaces. - **Inscrutable (Blood Hag):** The Sense Motive check DC to gain a hunch about the changeling increases by 5. - **Pyrophile (Ash Hag):** The changeling gains a +1 racial bonus on damage rolls when using spells with the fire descriptor. This bonus increases by 1 for every 4 levels the changeling has beyond 1st. - **Sea Lungs (Sea Hag):** The changeling may hold her breath for a number of rounds equal to three times her Constitution before she risks drowning. - **Wind Breaker (Storm Hag):** The changeling is treated as two size categories larger for the purpose of resolving wind effects. <br>   # Racial Options ## Alternate Racial Traits The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.  - **Hag Magic:** Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities (the caster level is equal to the changeling’s character level): **1/day—**_dancing lights_, _detect magic_, _disguise self_, and _pass without trace_. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities. - **Hag Sorcery:** Some changelings have an innate talent for magic. They can choose one 1st- or 0-level spell from the witch spell list that does not have a material component costing more than 1 gp. They can use the chosen 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 0-level spell (caster level equal to the changeling’s character level). This racial trait replaces natural armor. - **Mist Child:** When the changeling has concealment or total concealment, the miss chance of attacks against her increases by 5%. This racial trait replaces hulking changeling. - **Object of Desire:** The changeling adds +1 to her caster level when casting charm person and charm monster. This replaces green widow. - **Ocean’s Daughter:** The changeling gains a +1 trait bonus on Swim checks. She automatically succeeds at Swim checks made to avoid nonlethal damage from swimming. This racial trait replaces sea lungs. - **Witchborn:** Most changelings are talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling’s racial ability score modifiers. ## Favored Class Bonuses The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.  ## Racial Feats The following feats are available to a changeling character who meets the prerequisites.