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Changeling

Changeling Level Progression
level XP Title HD THAC0 D W P B S BE HN HS MS
1 0 - 1d6 19[0] 11 12 12 15 12 20 2 in 6 10 20
2 2,500 - +1d6 19[0] 11 12 12 15 12 25 2 in 6 15 25
3 5,000 - +1d6 19[0] 11 12 12 15 12 30 3 in 6 20 30
4 10,000 - +1d6 19[+0] 11 12 12 15 12 35 3 in 6 25 35
5 20,000 - +1d6 17[+2] 9 10 10 13 10 40 3 in 6 30 40
6 30,000 - +1d6 17[+2] 9 10 10 13 10 43 3 in 6 36 45
7 60,000 - +1d6 17[+2] 9 10 10 13 10 46 4 in 6 45 55
8 120,000 - +1d6 17[+2] 9 10 10 13 10 50 4 in 6 55 65
9 240,000 - +1d6 14[+5] 7 8 8 11 8 55 4 in 6 65 75
10 360,000 - +2 14[+5] 7 8 8 11 8 60 4 in 6 75 85

Changelings are magical demihumans that possess powers of deception and shape-stealing. In its natural form, a changeling appears to be a normal human.

Prime requisites: A changeling with at least 13 in one prime requisite gets +5% to XP. If both CHA and DEX are 16 or higher, the character gets a +10% bonus.

Combat

Changelings can use all types of weapons and can use leather armour and shields.

Back-stab

When attacking an unaware opponent from behind, a changeling receives a +4 bonus to hit and doubles any damage dealt.

Changeling Skills

Changelings can use the following skills, with the chance of success shown opposite:

Shape-Stealing

A changeling can alter their form to exactly mimic another person. This requires 1 round of physical contact.

Slain victims: The changeling can steal the form of a person they have killed within the last turn.

Unconscious victims: The changeling can steal the form of a sleeping or unconscious victim.

Conscious victims: From 5th level, the changeling can steal the form of a conscious victim. This requires brief physical contact (a successful melee attack in combat). The victim may save versus spells to resist.

Effects of Successful Shape-Stealing

Duration: The changeling remains in the new form for up to one turn per level.

Stats: The changeling retains their own intelligence, hit points, saving throws, and attack probabilities.

Capabilities: Physical capabilities of the new form (e.g. strength, physical attack forms, modes of movement) are acquired. Non-physical special abilities (e.g. immunities, breath weapons, spell casting) are not acquired.

Clothing and gear: Items visibly worn or carried by the victim are copied. Copied items do not possess any magical properties of the original and vanish if dropped

After Reaching 9th Level

A changeling can establish a secret base, attracting 2d6 apprentices of 1st level. Apprentices will be changelings, thieves, or similar characters. The apprentices will serve the changeling with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them. A successful changeling might use these followers to start a Thieves’ Guild.