The Changeling [Custom Race + Classes - Shadows of Numilvara]

THE CHANGELING

Changelings are a race descended from a mixed breed of humans and doppelgangers. In their natural form, they have disturbingly indistinct features, but they are able to create effective disguises through their natural shapechanging talent.

Requirements

All Changeling classes require a Charisma score of 9 or better in addition to any other requirements.

Class Category Values

Thievery: Changeling classes may always use magic items available to thieves, regardless of the number of points in the Thievery category.

Changeling Value

Value

Changeling

XP Cost

4

Changeling + 15 Thief Abilities

1225

3

Changeling + 10 Thief Abilities

875

2

Changeling + 5 Thief Abilities

525

1

Changeling + 3 Thief Abilities

325

0

Changeling

125

 

When building a Changeling custom class, assign between 0 and 4 build points to the class’s Changeling Value. At Changeling 0, all Changeling gain the following Changeling custom powers:

  • Change Shape: Changelings have the ability to alter their forms to look like any humanoid. Treat this as an alter self spell except that it takes 1 full turn to effect the changes. Changelings may use this ability up to once per hour, and the caster level is equal to the character’s level.
  • Slippery Mind: Changeling are resistant to enchantment effects, gaining a +4 bonus to saving throws against effects that would charm, command, or hold them.
  • Social Intuition: A changeling intuitively grasps the finer points of navigating social situations, receiving a +2 bonus on all reaction rolls when attempting to parley with intelligent characters.
  • Alternate Followers: Changelings may live their whole lives pretending to be a member of another race and/or class. When a changeling constructs a stronghold or hideout, he may attract followers of any mix of races and classes at the Judge’s discretion.

Additional points allocated to the Changeling Value grant access to Thief skills as noted on the chart. These skills are in addition to any gained from points placed in the Thievery category, and may be traded for custom powers as normal. Changeling classes are always eligible for the hideout stronghold option.

Experience Point Progression after 8th Level

Changelings increase the amount of experience required to gain each level after 8th by 25,000 XP.

CHANGELING PRETENDER

Prime Requisite:

DEX and CHA

Requirements:

None

Hit Dice:

1d4

Maximum Level:

12

 

Changelings are natural shapeshifters, descended from a mix of human and doppelganger lineage. Their body structures are slender, and their natural forms are pale, with white eyes that have no pupils. Their hair colors are often silver or platinum, though a variety of pale shades have been known to exist.

Those changelings who hone their natural talents in disguise and stealth are known as pretenders. Many pretenders live wild and free, using their powers to swindle and seduce according to their whim; less mischievous changelings must work hard to maintain a reputation for honesty. Some pretenders ply their trade as spies or assassins in service to king, country, or some other cause.

At first level, pretenders hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws as thieves, by two points every four levels of experience. However, they advance in saving throws as fighters, by two points every three levels of experience. A pretender can wield any one-handed melee weapon and may use all missile weapons, and may fight with a weapon in each hand if desired or a one-handed weapon in two hands. They are not trained in the use of shields, nor may they wear armor heavier than leather. Pretenders may use any magical items available to fighters or thieves.

As changelings, pretenders have the ability to change their shape into that of any other humanoid creature. The changeling can control his new shape’s physical qualities (such as height, weight, gender, hair color, hair texture, and skin color) within the normal ranges for a creature of its kind. His equipment, if any, remains worn or held where possible, and otherwise melds into his new form. Changing form in this manner requires one full turn of concentration, and will last up to 6 turns, plus 1 turn per level of experience the changeling has gained. The changeling may use this ability no more than once per hour.

In addition to his morphic body, the changeling has a slippery mind. This grants him a +4 bonus to saving throws against any enchantment effects, such as those that would charm, hold, or command him. Changelings also have a masterful social intuition, granting them a +2 bonus to all reaction rolls when attempting to bargain, deal, or parley with intelligent creatures.

Changeling pretenders are adept at all forms of stealth and thievery. They can open locks, find and remove traps, pick pockets, move silently, climb walls, hide in shadows, and hear noise as a thief of their level. Pretenders also have the ability to backstab.

Changeling pretenders are able learners. At 1st level, the character may select a bonus proficiency from either his class list or the general list. Additionally, he may swap this bonus proficiency to any other allowed with a single day of full immersion training dedicated to the new choice, or a single week observing another character’s active use of that proficiency. Beginning at 7th level, he gains the ability to change this proficiency to one not on his class list, provided he can arrange the same training or observation.

When attempting to emulate another race with his change shape ability, a changeling may attempt to use magic items restricted to that race. To do so, he must succeed on a proficiency throw of 18+. Failure does not normally cause a mishap, and the target number reduces by 2 per level, to a minimum of 3+.

Beginning at 3rd level, a changeling pretender may change his shape in a single round (in lieu of attack). This quick change is strenuous and can be done no more than once per 8 hours, but does not count against his normal change shape usage. When he reaches 5th level, the character is able to quick change once every 4 hours.

At 4th level, the pretender gains the ability to read languages with a proficiency throw of 5+. If the roll does not succeed, the character will not succeed on that particular piece of writing until he reaches a higher level of experience.

Starting at 10th level, the pretender can read and cast magic from arcane scrolls with a proficiency throw of 3+. On a failed throw, the attempt may cause a horrible effect at the Judge’s discretion.

When a changeling pretender reaches 9th level (Pretender), he can establish a hideout. When he does so, he will attract an array 2d6 1st level followers of varied races and classes appropriate to the reputation(s) he has achieved to date. If hired, they must be paid standard rates for ruffians. These followers will serve the character with some loyalty, but at least one will be an infiltrator working for a rival syndicate, sent to keep an eye on the character.

Changeling Pretender Proficiency List: Acrobatics, Alertness, Arcane Dabbling, Blind Fighting, Bribery, Cat Burglary, Combat Reflexes, Combat Trickery (disarm, incapacitate), Contortionism, Disguise, Language, Fighting Style, Gambling, Intimidation, Lip Reading, Lockpicking, Mapping, Mimicry, Precise Shooting, Riding, Running, Seafaring, Skirmishing, Skulking, Sniping, Swashbuckling, Trap Finding, Weapon Finesse, Weapon Focus.

 

 

 

Changeling Pretender Level Progression

Experience

Title

Level

Hit Dice

Racial Emulation

0

Charlatan

1

1d6

18+

1,725

Swindler

2

2d6

16+

3,450

Sharper

3

3d6

14+

6,900

Dodger

4

4d6

12+

13,800

Decoy

5

5d6

10+

27,600

Impostor

6

6d6

8+

55,000

Dilettante

7

7d6

6+

110,000

Rook

8

8d6

4+

255,000

Pretender

9

9d6

3+

400,000

Pretender, 10th level

10

9d6+2

3+

545,000

Pretender, 11th level

11

9d6+4

3+

690,000

Pretender, 12th level

12

9d6+6

3+

 

 

Changeling Pretender Attack and Saving Throws

Level

Petrification & Paralysis

Poison & Death

Blast & Breath

Staffs & Wands

Spells

Attack Throw

1

15+

14+

16+

16+

17+

10+

2

14+

13+

15+

15+

16+

10+

3

14+

13+

15+

15+

16+

9+

4

13+

12+

14+

14+

15+

9+

5-6

12+

11+

13+

13+

14+

8+

7

11+

10+

12+

12+

13+

7+

8

10+

9+

11+

11+

12+

7+

9

10+

9+

11+

11+

12+

6+

10

9+

8+

10+

10+

11+

6+

11-12

8+

7+

9+

9+

10+

5+

13*

7+

6+

8+

8+

9+

4+

CHANGELING RECASTER

Prime Requisite:

INT and DEX

Requirements:

CHA 9

Hit Dice:

1d4

Maximum Level:

11

 

Changelings recognize that the world itself is more flexible than other races would like to believe. Those changelings who dedicate themselves to arcane pursuits, called recasters, are able to warp themselves and others with powerful transmogrifications. What they do not change, they cover with lifelike illusion. With sufficient experience, they can even bend the rules of magic itself, casting spells normally disallowed to arcane casters.

At first level, recasters hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws as mages, by two points every six levels of experience. Recasters are proficient only with a restricted array of weapons, namely the club, dagger, dart, and sling. They may not use shields, wield a weapon two-handed, or wield two weapons, or wear any kind of armor. They may use any magical items available to mages or thieves.

As changelings, recasters have the ability to change their shape into that of any other humanoid creature. The changeling can control his new shape’s physical qualities (such as height, weight, gender, hair color, hair texture, and skin color) within the normal ranges for a creature of its kind. His equipment, if any, remains worn or held where possible, and otherwise melds into his new form. Changing form in this manner requires one full turn of concentration, and will last up to 6 turns, plus 1 turn per level of experience the changeling has gained. The changeling may use this ability no more than once per hour.

In addition to his morphic body, the changeling has a slippery mind. This grants him a +4 bonus to saving throws against any enchantment effects, such as those that would charm, hold, or command him. Changelings also have a masterful social intuition, granting them a +2 bonus to all reaction rolls when attempting to bargain, deal, or parley with intelligent creatures.

Recasters learn and cast arcane spells as mages of their character level. If they gain proficiency in armor through the armor training proficiency, they may cast spells in such armor.

The protean nature of the recasters gives them insight into the mysteries of transmogrification. The effects of their transmogrification spells are calculated as if they were two levels higher, and the targets of these spells save at -2. They may also begin creating crossbreeds at 9th level, and do so as mages of two levels higher than their own level.

Recasters are also masters of illusion. The spell effects of any illusions they cast are calculated at +2 caster level, and those attempting to disbelieve such spells save at -2. They are also treated as being two levels higher for purposes of magical research into illusion spells.

Changeling recasters can accomplish simple illusions and sleight of hand tricks with ease. They gain the benefits of the prestidigitation proficiency, including the ability to pick pockets as a thief of one-half their class level.

The changeling recaster has a mutable repertoire – he can replace a spell in his repertoire with only one week of study, and doing so costs a flat 1000gp. He must have a copy of the spell formula for the spell he is adding to his repertoire, and does not lose the formula for the spell he is removing from his repertoire.

Beginning at 3rd level, the recaster is able to cast his spells with minimal words and gestures. Treat this as if he had taken the quiet magic proficiency.

Recasters of 5th level or higher may begin to research spells, scribe scrolls, and brew potions.

At 5th level, the recaster also learns to shape his spells. When casting a spell with an area of effect, he may warp the area so as to exclude one man-sized creature from its area. For each two levels he gains past 5th, he may exclude one additional man-sized creature. Larger creatures can be excluded as if they were multiple man-sized creatures, and multiple smaller creatures may be excluded as if they were a single man-sized creature, at the Judge’s discretion.

At 7th level, the recaster gains access to an expanded repertoire of four additional spells known. These spells can be of any spell level, and may even include spells not on the arcane list. The recaster may immediately fill these slots with spells he has observed (if desired), or hold them. Once filled, they do not benefit from the mutable repertoire ability; the recaster may change out the spells in his expanded repertoire at the normal cost of 1 week and 1,000 gp per spell level.

A recaster of 9th level may create more powerful magical items, such as weapons, rings, and staffs. At this level, the recaster may also begin to experiment with magical crossbreeding.

When a recaster reaches 9th level (Recaster), he may also establish a sanctum, attracting 1d6 followers of 1st to 3rd level, plus 2d6 0th level apprentices seeking to study the arcane arts. These followers might be of any races and/or classes the Judge deems appropriate, based on the character’s persona and the campaign’s history, but should be able to cast arcane spells.

At 11th level, the recaster may learn and cast ritual arcane spells and craft magical constructs. Chaotic recasters may engage in necromancy, transforming themselves or their minions into undead monstrosities.

Changeling Recaster Proficiency List: Alchemy, Alertness, Armor Training, Bribery, Climbing, Collegiate Wizardry, Contortionism, Disguise, Eavesdropping, Familiar, Healing, Illusion Resistance, Intimidation, Knowledge, Language, Lip Reading, Loremastery, Magical Engineering, Magical Music, Martial Training, Mimicry, Naturalism, Passing Without Trace, Performance, Profession, Racial Emulation, Running, Sensing Power, Soothsaying, Swashbuckling, Unflappable Casting

 

Changeling Recaster Level Progression

Changeling Recaster Spell Progression

Experience

Title

Level

Hit Dice

1

2

3

4

5

6

0

Trickster

1

1d4

1

-

-

-

-

-

3,025

Mimic

2

2d4

2

-

-

-

-

-

6,050

Phantasm

3

3d4

2

1

-

-

-

-

12,100

Ghost

4

4d4

2

2

-

-

-

-

24,200

Prodigy

5

5d4

2

2

1

-

-

-

48,400

Shaper

6

6d4

2

2

2

-

-

-

95,000

Illusionist

7

7d4

3

2

2

1

-

-

215,000

Chimera

8

8d4

3

3

2

2

-

-

390,000

Recaster

9

9d4

3

3

3

2

1

-

565,000

Recaster, 10th level

10

9d4+1

3

3

3

3

2

-

740,000

Recaster, 11th level

11

9d4+2

4

3

3

3

2

1

 

Changeling Recaster (Mage) Attack and Saving Throws

Level

Petrification & Paralysis

Poison & Death

Blast & Breath

Staffs & Wands

Spells

Attack Throw

1-3

13+

13+

15+

11+

12+

10+

4-6

12+

12+

14+

10+

11+

9+

7-9

11+

11+

13+

9+

10+

8+

10-11

10+

10+

12+

8+

9+

7+

Some design notes about the changelings: I made this race (and the attached classes) for a post-apocalyptic Eberron game I'm running in ACKS. Of course some changelings managed to survive the Separation, so what do they look like in ACKS?

Well, according to the guidelines I shouldn't be assigning alter self until second level. Of course, they won't be changelings without it, so I made a special exemption. I feel like 0-level changelings shouldn't be breaking world-cohesion with it, as they basically have to spend 10 minutes out of every hour just making sure their faces don't melt off. It's okay if higher-level changelings get up to shenanigans periodically. Social Intuition is basically just diplomacy, which is why the classes don't have diplomacy on their proficiency lists.

The fact that Changeling's values are based on Thief exposes some oddness in the system. For example, Changeling 1 + Thief 1 gets 6 skills for 400XP, but Thief 2 or Changeling 2 only grant 5 skills for 400 XP. Since I'm the Judge, I just make sure I'm okay with the end result and it's no big whoop.

Changeling classes should always get to "cheat" and mimic at least one kind of ability that would normally be restricted to another class or character type. Aside from changing their faces, that's their "thing". See able learner and expanded repertoire for some examples.

If you bump into a guy named "Jared", odds are good that he is a changeling pretender. Changeling pretenders are basically super-thieves, and this is something to keep an eye on. However, they do cost 42% more XP to level than a base thief. Combine that with an extra prime requisite and -2 level cap, and hopefully it's not a big problem.

Changeling recasters are kind of a port of the 3.5 Eberron prestige class of the same name. I added in some other shenanigans that made sense to me and didn't try to port every metamagic option (shape spell seemed the most thematic and also really useful). I'm particularly fond of mutable repertoire - changelings just find it easier to let go of an old tool and pick up the one that looks most useful today.

Oh, and now that I'm thinking of it, I should probably have given the recaster some kind of mutable spell signature too. Oh well, maybe I'll shoehorn it in somewhere or make it a proficiency they can take.

Thank you for posting!

There’s a lot here. I like Eberron and have wanted to create ACKS versions of the Eberron races. (See my “warforged” here http://www.bythisaxe.co/2012/10/tinman-custom-classes.html)

I don’t know how you are valuing your custom powers, but at a glance, I think Changeling 0 should be at least 200 XP. I would have to research/think about slippery mind – 200 XP assumes slippery mind is worth 2 powers. The auto- thief features might be a half-power (?; 200 doesn’t include this possibility).

I might word the additive Thief abilities differently, so they’re simply plus Thievery category. Otherwise, one could create a class loaded with powers that might end up with a fighter save or something, and as is Changeling 4, Thievery 4 (30 powers) is pretty scary.

Thanks for the reply! I will be posting my own "forged" race and some classes eventually.

As far as exactly how I priced these powers, it was a while ago that I first made them and I don't remember exactly. That said, I definitely didn't value slippery mind as 2 CPs. +2 to all saves is 1 CP, and I don't feel like slippery mind is better than that - it's a big bonus, but it only applies to a subset of a single school of magical effects. The Illusion Resistance proficiency grants a +4 against illusions, I thought this was similar in value.

Plus Thievery category gives weird results like Nobirans with Divine and would potentially allow a Changeling to take Thievery 2 + Changeling 2 = 10 powers for only 800 XP instead of 1100. Either approach requires a Judge to keep a close eye on what classes are actually allowed in the setting.

The Halfling Anklebiter class I'm working on for the henchmen in-game has a similar issue - by taking Halfling 1, Thievery 1 it one more skill/CP for the same cost compared with Halfling 2 or Thievery 2. As a Judge, I'm not too worried about it, any more than I'm worried about Elves getting "free" abilities by putting points in Arcane, but that's because I'm the one making the classes and I know what I want in my world. (Generally, I don't allow a player to make a class - I'd have them describe what they want and build the version that I'm willing to allow in my game).

Looking back at it, I probably counted the Thief hideout as a freebie (see elf's arcane bonus). It's not meant to be that any character can construct a hideout and get the benefits, but that the Judge is always allowed to assign hideout as a class's stronghold type, which I count as 0. Perhaps I counted this + Alternate Followers as a 1 CP whole. And then the other powers as 1CP each is 4. Subtract 1 (race 0 accrues -1 max level) and multiply by 40 to get 120, round to the nearest 25 is 125.