Friday, January 7, 2011

Changelings

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

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