Wednesday, November 16, 2016

PC Race - Changelings: Half-Fey Heroes

Those born of a fiendish bloodline are tieflings, and those born of a celestial bloodline are aasimar, but what is the product of a union between mortal and fey?  Changelings are mortals with fey ancestry, and much like tieflings and aasimar, they are at once a part of the mortal world and apart from it.

There is already a race called changelings in Pathfinder, but those are the offspring of mortals and hags.  In mythology, changelings are fey (or sometimes troll) children who are secretly exchanged with human babies by their supernatural mothers.  Changeling is therefore the natural choice for the name of a race of half-fey, in the style of tieflings and aasimar.  I'm honestly not sure why Paizo made the half-hag changelings, let alone called them 'changelings', when there is still no half-fey race.  I suggest renaming the half-hag changeling race to 'hag-spawn'.

Presented below is the half-fey changeling race, modeled on the lines of tieflings and aasimar.  I have also included ten alternate racial traits to further customize your changeling character, including one for small-sized changelings and one for talking to animals.  After all, 'fey' and 'mortal' are broad categories - the offspring of a halfling and a leprechaun is going to be different from the offspring of a nymph and an elf, or a dwarf and a dryad.

Changelings (8 RP)
The offspring of fey creatures with the mortal races, changelings are wild, exotic, and full of mystery.  In mortal cultures, they are often looked on with derision for their bastard ancestry and all the implications thereof - many a married couple has been broken up by the arrival of a changeling baby.  So too are they often derided in the fey lands for having mortal, 'imperfect' blood.  Changelings are separated from both worlds, either because of the strange traits and powers they have, or because of the ones they don't. 
   Physical Description: Changelings often exhibit some alien trait that marks them as different from the population they were born into, be it horns, a tail, strangely-colored hair or eyes, glowing skin, wings, or what have you.  Many changelings, however, are almost indistinguishable from the general population, though their strange otherworldliness comes through in other ways. 
   Society: Changelings have no society of their own, and are often outcasts in mortal and fey societies.  Some changelings are run out of their home or abandoned in the woods as a child, some form their own social groups from other outcasts.  While some primitive societies may treat changelings as a curse, others may see them as a blessing and treat them and their family with great respect. 
   Although the fey see changelings as imperfect and corrupted by mortal blood, they also recognize them on some level as kindred spirits and do not wish for them to come to harm.  Instead of abandoning a changeling child, the fey mother will often secretly switch it out with a newborn human so that it might at least be raised well.  In rare cases, regretful fey mothers may seek to steal the changeling back from the human world. 
   Relations: Although often rejected by mortal and fey society, changelings can usually find common ground and sympathy from half-elves, tieflings, aasimar, and other such 'half-breeds.' 
   Alignment and Religion: Changelings often find themselves drawn to religions that reflect their fey, nature-loving heritage, though some actively seek to reject that legacy and avoid any such connotations.  The majority of changelings trend toward chaotic alignments due to their fickle and spritely personalities. 
   Adventurers: As outcasts so often do, many changelings find themselves drawn to a life of adventure.  Changelings make excellent sorcerers and druids due to their innate connection with the arcane and natural world, and many changelings channel their otherworldly charisma into fine bardic performances.  Particularly successful changeling adventurers may find acceptance in the societies that rejected them at birth, even amongst the fey court, but some may choose to make their own path through their adventures and spurn the advances of those who treated them so indifferently before. 

The following material given in gold text and its accompanying table is available as Open Game Content under the OGL.  Open Game Content is ©2016 Jonah Bomgaars.

Changeling Racial Traits
+2 Dexterity, +2 Charisma, -2 Constitution: Changelings are frail, but posses remarkable agility and unnatural beauty. 
Type: Changelings are Humanoids with the Changeling subtype.
Fey Blood: Changelings count as both Fey and the Humanoid subtype of their host society (eg. Human, Halfling, Elf, etc.) for any effect related to race. 
Medium: Changelings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Changelings have a base speed of 30 feet.
Low-Light Vision: Changelings can see twice as far as humans in conditions of dim light.
Skilled: Changelings gain a +2 racial bonus on Bluff and Slight of Hand checks.
Spell-Like Ability: Changelings can use suggestion once per day as a spell-like ability. The caster level for this ability equals the Changeling's class level.
Fey Resistance: Changelings have DR 1/Cold Iron.  Changelings also receive a +2 racial saving throw bonus against enchantment spells and effects.
Fey Affinity: Changeling sorcerers with the Fey bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Changeling spellcasters with the Charm or Luck domain use their domain powers and spells at +1 caster level.
Languages: Changelings begin play speaking Common and Sylvan. Changelings with high intelligence scores can choose from the following: Celestial, Draconic, Elven, Gnome, Goblin, or Halfling.

Alternate Racial Traits
The following racial traits may be selected instead of existing changeling racial traits. Consult your GM before selecting any of these new options.
   Little Folk: Changelings born of smaller fey creatures such as sprites and leprechauns, or even of smaller mortal races such as gnomes and halflings, are born with a smaller stature than other changelings.  Such changelings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.  They are unusually fleet-of-foot and retain their 30 ft. movement speed.  This racial trait replaces the Medium racial size trait.  
   Beast Tongue: Some changelings have an innate connection to the minds of animals.  Instead of knowing the Sylvan language, such changelings gain the ability to speak with certain types of animals. She can choose one of the following: bears, birds, burrowing mammals, canines, cephalopods, dinosaurs, equines, felines, fish, herd animals (domesticated), herd animals (wild), marsupials, megafauna, pachyderms (elephants, rhinos, and hippos), primates, reptiles, rodents, and sea mammals.  This ability functions like speak with animals as a constant spell-like ability with caster level equal to the Changeling's class level.  Add Sylvan to the list of extra languages this changeling can choose from.  This racial trait modifies Languages. 
   Fey Arcana: Primal magic flows through the veins of some changelings, granting them access to several minor magical effects.  These changelings gain dancing lights, ghost sound, and prestidigitation as at will spell-like abilities with the changeling's caster level equal to his class level.  This racial trait replaces the Spell-Like Ability racial trait. 
   Otherworld Summoning: Some changelings have a primal connection to the fey world and can summon creatures from that plane.  Any creature summoned by such a changeling gains the Fey Creature template (replacing any templates that would normally be applied to such a summoning).  This racial trait replaces Fey Affinity and Spell-Like Ability. 
   Fey Energy Resistance: A changeling with this trait gains resist cold and electricity 5.  This racial trait replaces Fey Resistance. 
   Bark Skinned: A changeling with this trait has some dryad ancestry and gains a +1 natural armor bonus.  This racial trait replaces Fey Resistance. 
   Leprechaun Magic: When a changeling descended from a leprechaun uses any of its spells or spell-like abilities to deceive, trick, or humiliate a creature (at the GM’s discretion), the spell-like ability resolves at +1 caster level.  If a changeling uses its spells or spell-like abilities in this manner, it gains a bonus of +2 on concentration checks.  This racial trait replaces Fey Affinity.  
   Disappear: Changelings with this trait are as shy and difficult to catch as their elusive fey ancestors.  They gain invisibility as a spell-like ability usable once per day on themselves only.  This racial trait replaces Spell-Like Ability. 
   Fey Healing: Some changelings tap into the healing traditions of their beneficent fey ancestors.  The healing spells of changeling spellcasters with this trait manifest at +1 caster level.  This racial trait replaces Fey Affinity. 
   Luck of the Fey: The fey are especially attuned to the vagaries of luck.  Once per day, changelings with this trait can re-roll one skill check.  She must take the second result, whether better or worse than the first.  This racial trait replaces Fey Affinity.  

~~~~~~~~~~~~~~~~~~~~~~~~~~

Wow, remember when I did more than just post monsters every week?  It's coming back folks.  I'm getting back into the groove of this whole d20 despot thing.  

-your wechselkind d20 despot

No comments:

Post a Comment