As we go through our second week of the month of All Hallow’s Eve (October) I think it time to introduce Eberron’s masters of disguise; the changelings. Eberrron’s changelings should not be confused with Pathfinder’s own changelings which are a completely different kind of humanoid.
I was hoping to come up with an alternative name for Pathfinder’s changelings to use in Eberron but will have to save that for a future post.
So below you will find a complete ancestry entry for changelings to use in your PF2 games. Admittedly I will say that this might be a little more potent than the core races so a will certainly be listening for any feedback from those that utilize my version of the changeling or is in a game with one.
For more background information on changelings see pg 12 of the ECS, pg 41 of RoE and pg 60 of the WGtE.
Hit Points: 6
Speed: 25 ft
Ability Boosts: Charisma, Dexterity, Free
Ability Flaw: Constitution
Languages: Common. Additional language equal to your Intelligence modifier (if it’s positive) plus one extra bonus language. Choose from the list of common languages and any other languages to which you have access.
Traits: Changeling, Humanoid
Change Shape <Double Action>> (arcane, concentrate, polymorph, transmutation)
The changeling can take the form of other medium humanoid races, including specific individuals and can freely alter their own features. This is only for their physical body and does not include any items worn or carried which might possibly give them away. They do not gain any special or physical abilities of the shape they take. As per the Bestiary, Change Shape counts as creating a disguise for the Impersonate use of Deception, the transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which they transformed, and the changeling gains a +4 status bonus to their Deception DC to prevent others from seeing through their disguise.
You were taken my someone to raise as their own or were a mixed birth changeling with an accepting non-changeling parent. You gain the Adopted Ancestry general feat.
You grew up in a populated city or cities and know they have a character all their own that seeps into the citizens making them part of it. You learned to pick up on this and use it to blend in. Whenever you Impersonate a random citizen of the city (has to be an ancestry common to the city) your bonus from Change Shape is a +6 instead of +4.
You seem to be a bit closer to your supposed doppelgänger ancestors then most. You gain low-light vision.
You use to traveling the roads and meaning new people. You gain an additional two languages of your choice from your available languages and you gain additional language when you take the Multilingual feat.
Small Time Changeling Feat 1
With time and practice you have learned to expand your shapeshifting abilities. You can now also take the form of small humanoids when you Change Shape.
Fluid Mind Changeling Feat 1
You are body and mind is a shifting liquid making you resistant to attacks upon your mind. You gain a +1 circumstance bonus to any safes from effects with a mental effect. If you roll a success on a saving throw against a mental effect, you get a critical success instead.
Changeling Weapon Familiarity Feat 1
You come to favor precise weapons that are easy to hide. You are trained in and gain access to hand crossbow, dagger, katar, sap and kukri.
Changeling Persona Weapon Feat 1
You have learned how to wield a particular weapon to help sell one of the identities you regularly maintain. This functions just like the Human Ancestry Feat Unconventional Weaponry Feat 1 but it has the Changeling Trait instead. You can take this Feat more than once, each time selected a different weapon associated with a different persona.
Intuitive Changeling Feat 1
You can easily read people's body language and sometimes it like you are understanding their thoughts. You gain a +1 Status Bonus to your Perception when trying to read people like Sense Motive action or when people try to use the Deception skill on you. Additional you get a +1 Status Bonus to your Deception and Intimidation Skills.
5th level Feats
Changeling Weapon Precision Feat 5
Prerequisite: Changeling Weapon Familiarity or Persona Weapon
You have learned to use your people’s chosen weapon or perhaps a persona’s weapon with deadly precision. When you critically hit with a hand crossbow, dagger, katar, sap, kukri or the weapon selected by the Persona Weapon feat you apply the weapon’s critical specialization effect.
Quick Change-Ling Feat 5
While shape shifting is easy for a changeling as breathing, it is still practiced skill at the end of the day. With hard work and practice you learned to be faster than other changelings. Your Change Shape ability only takes a Single Action to perform.
Smash the Mask <- Reaction> Feat 5
Trigger: The Changeling is transformed with Change Shape and another creature moves adjacent to them or takes a hostile against them.
Effect: You contort and twist your face to unsettle the one that triggered your reaction. You instantly reveal what you are to your target or if unaware of changelings you revealed that your form is just a ruse. Those around might also notice, anyone within 15 feet must make a Perception check vs your Deception DC, Success they know like your target, Failure your Impersonate is still intact. You get a Strike against the triggering creature and if they were unaware you were in disguise before using the reaction they are flat-footed to this Strike.
Doppelgänger’s Gift Feat 9
Prerequisite: Intuitive Changeling
Your natural Intuition to read people has become something more. You gain mind reading as a 3rd level innate arcane spell. You can case this inmate arcane spell once a day.
Primal Claws Feat 9
One day you found something fierce inside you and learned to manifest claws with your Change Shape. Whenever you use Change Shape you can chose to also gain a claws unarmed attack that deals 1d6 slashing damage. These claws have the agile, finesse and unarmed traits, in the brawling group.
If you have Quick Change-Ling you can manifest your claws at any time as a <Single Action> without having to change your form or in your natural form; this is still considered using Change Shape.
If you have Smash the Mask you may manifest your claws as part of the effect and use them in your Strike but everyone in 15 feet will automatically succeed on the check to notice your a changeling. If you have Smash the Mask and Quick Change-Ling you may unmanifest your claws as a free action after the Strike thus still making those around you to make a check to notice your a Changeling.
Changeling Weapon Expertise Feat 13
Prerequisites: Changeling Weapon Familiarity or Persona Weapon
Your changeling precisen blends with your class training, granting you improved use of changelings chosen weapons and potentially of that of one of your personas. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the hand crossbow, dagger, katar, sap, kukri and any weapon or weapons selected by your Persona Weapon feat(s).
Special thanks to the Pathfinder RPG and Eberron Discords I am in for being part of my developing process. If you like to support what I do consider checking out one of the links above.