Changelings
Ability Score Adjustments: Because they are greatly feared by the people of Lakeshore, all changelings have a -1 penalty to charisma.
Ability Score Range:
Ability Minimum/Maximum
Strength 5/18
Dexterity 5/18
Constitution 4/18
Intelligence 6/18
Wisdom 4/16
Charisma 4/14
Class Restrictions
Class Maximum Level
Warrior:
Fighter: 12
Avenger 14
Barbarian -
Wizard
Placeholder 14
Priest
Cleric -
Specialty Priest -
Shaman -
Witch Doctor -
Rogue
Thief 8
Trader -
Assassin 14
Gypsy -
Hit Dice: Player Character Changelings receive HD by class.
Alignment: Changelings tend to be of Chaotic and non-good alignments, but PC Changelings have no racial alignment restrictions.
Natural Armor Class: 10
Background: Changelings are believed to be the children of the monsters of the Bloodwood that have been swapped out for the children of the people of Lakeshore. They are a truly ill omen for a community, and generally don’t survive infancy. Those few who do however become self reliant and often take up the life of adventuring the moment they’re old enough to do so.
Languages: Common and whatever languages would have been appropriately learned in the region where they grew up.
Role Playing Suggestions: Changelings never know if someone they meet is going to try to kill them for what they are. As such, most changelings are loners, and very slow to trust.
Special Advantages/Special Disadvantages: All changelings have 60’ infravision. In addition they get to roll on the following chart 1d4 times.
1d10 | Result |
01 – 05 | Roll on Changeling Appearance Table |
06 – 07 | Roll on Changeling Appearance Table and Changeling Defect Table. |
08 – 09 | Roll on Changeling Appearance Table and Changeling Power Table |
10 | Roll on Changeling Appearance, Defect, and Power Tables |
Changeling Appearance Table
Roll | Result |
01 – 05 | Oddly Colored Hair |
06 – 15 | Oddly Colored Eyes |
16 – 21 | Oddly Colored Skin |
22 – 25 | Extremely Hairy/Furry |
26 – 29 | Hairless |
30 | Shriveled Skin |
31 | Scaly Skin |
32 – 35 | Warts, Blotches, or other markings |
36 – 40 | Extra digit on hand or foot |
41 – 42 | Horns |
43 – 45 | Long, thin face |
46 – 47 | Fangs |
48 – 50 | All teeth are pointed |
51 – 52 | Forked tongue |
53 – 60 | Pointed Ears |
61 | Fanlike Ears |
62 – 64 | Extremely long nose |
65 – 67 | Very small nose |
68 – 70 | Extremely long eyelashes |
71 – 74 | Feline Eyes |
75 – 76 | Extremely Deep Set Eyes |
77 – 78 | Three fingers on each hand |
79 – 81 | Black fingernails |
82 – 84 | Red fingernails |
85 – 90 | Fingers longer than normal |
91 | Long, thin tail |
92 | Spiny ridge on back |
93 | Spiny ridges all over body |
94 – 96 | Leathery Skin |
97 – 99 | Roll Twice on this table. |
00 | DM’s choice. |
Changeling Defect Table
Roll | Result |
01 – 03 | Cause nervousness in animals |
04 | -1 penalty to saves vs. spell |
05 | -1 penalty to saves vs. poison |
06 – 07 | Strange aura gives -3 penalty to reaction rolls. |
08 | -1 to random attribute(no effect if at racial min) |
09 – 10 | Strange Odor |
11 | Skin exudes ashy grit. |
12 | No Shadow |
13 | No Reflection |
14 | Prolonged exposure withers normal plants |
15 | Cannot reproduce |
16 | Holy water inflicts 1d6 damage |
17 | Exposure to sunlight causes 1 damage per round |
18 | Cannot enter “holy” areas. |
19 | Roll Twice on this table |
20 | DM’s choice. |
Changeling Power Table
Roll | Powers |
01 – 03 | +1 Bonus to Random ability score(Can ignore maximums) |
04 | +2 Bonus to Random ability score(Can ignore maximums) |
05 | Natural AC of 1d6+3 |
06 – 07 | +1 bonus to saves vs. poison |
08 – 09 | +1 bonus to saves vs. spell |
10 | +1 bonus to all saves |
11 | Touch inflicts 1 point of damage from high body heat |
12 | Touch inflicts 1 point of damage from cold body temperature |
13 | Intuitive Grasp of 1 dead language |
14 | Able to cast Detect Magic 1/day |
15 – 17 | Roll on Extraordinary Powers |
18 – 19 | Roll twice |
20 | Player’s choice |
Extraordinary Powers
Roll | Result |
01 | Levitate 1/day |
02 | Blur 1/day |
03 – 06 | Charm Person 1/day |
07 – 08 | Endure Cold 3/day |
09 – 10 | Endure Heat 3/day |
11 – 14 | Claws inflict 1d4/1d3 damage |
15 – 18 | Bite inflicts 1d4/1d3 damage |
19 – 21 | ESP 1/day |
22 | Detect Invisibility 1/day |
23 – 35 | Cause Fear 1/day |
26 | Clairaudience 1/day |
27 | Clairvoyance 1/day |
28 – 29 | Invisibility 1/day |
30 – 32 | Vampiric Touch 1/day |
33 | Dimension Door 1/day |
34 | Non-detection Continuous |
35 – 38 | Alter Self 3/day |
39 – 41 | Polymorph Self 1/day |
42 – 43 | Domination 1/day |
44 | Magic Jar 2/week |
45 | Breath Weapon as adult Dragon(random type) 1/day |
46 – 48 | Shadow Walk 1/week |
49 – 52 | Immune to disease |
53 – 55 | Immune to poison |
56 – 59 | 15+1d20% Magic Resistance |
60 – 61 | Only harmed by magical or silver weapons |
62 – 63 | Chill touch 1/day |
64 – 67 | Comprehend languages 1/day |
68 – 70 | Darkness, 15’ radius 1/day |
71 – 73 | Detect magic 3/day |
74 – 76 | Suggestion 1/week |
77 – 79 | Summon Swarm 1/week |
80 – 81 | Half Damage From Fire |
82 – 83 | Half Damage From Cold |
84 – 85 | Half Damage From Electricity |
86 – 87 | Half Damage From Acid |
88 | Healed by Negative Energy(including Energy Drain) |
89 – 91 | +2 to all saves |
92 – 95 | Infravision 120’ |
96 – 98 | Roll again and double the power’s uses |
99 | Roll Twice |
00 | Player’s Choice |
No comments:
Post a Comment