Changeling Level Progression | |||||||||||||
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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.
Changelings can use all types of weapons and can use leather armour and shields.
When attacking an unaware opponent from behind, a changeling receives a +4 bonus to hit and doubles any damage dealt.
Changelings can use the following skills, with the chance of success shown opposite:
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.
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
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.