Though a changeling generally resembles a member of their father's ancestry, their distinctive eyes—each a different color—set them apart. One of their eyes matches that of their father's lineage, while the other matches the color of their hag mother's, often in an unnatural shade such as violet or a vivid green. Not everyone with differently colored eyes is a changeling, but this manifestation of changeling heritage makes it difficult for them to hide their nature and can lead to banishment from their community. As they come of age, they manifest other characteristics from their mother, including supernatural abilities. Darkvision, clawlike fingernails, and innate magic are the most common, but stranger abilities specific to the hag mother can also arise.
Changelings can be any gender, but women in particular are vulnerable to the Call, a psychic influence that urges them to abandon their mortal life, join the hag's coven, and eventually become a hag. Changelings who understand their heritage often fear the Call and work to resist its pull. Those who remain ignorant of their origin may find themselves subject to a terrible compulsion without knowing why.
Changeling Versatile Heritage
Uncommon |
Your mother was a hag. Your heterochromatic eyes are the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent’s ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can select from changeling feats and feats from your other parent’s ancestry whenever you gain an ancestry feat.
1st Level Changeling Feats
Brine May (Feat 1)
Changeling
|
Lineage
|
Your mother was a sea hag, granting you one sea-green or blue eye. You find comfort both in the sea and on the shore. Whenever you roll a success on an Athletics check to Swim, you get a critical success instead. If you end your turn in water without having succeeded at a Swim action that round, you don't sink (but you might still be moved by the current).
Callow May (Feat 1)
Changeling
|
Lineage
|
You are among the most common of changelings—those born to green hags—and a vibrant green eye signifies that parentage. Your mother's manipulative nature and versatile voice gives you an edge when deceiving others. You gain the Charming Liar skill feat. If you roll Deception for initiative, foes in that combat encounter that haven't acted yet are flat-footed against you.
Changeling Lore (Feat 1)
Changeling
|
All too aware of your true nature, you’ve studied hags and their powers. You gain the trained proficiency rank in Deception and Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Hag Lore.
Dream May (Feat 1)
Changeling
|
Lineage
|
You are the child of a night hag, making one of your eyes violet or even black. Your mother's powers over sleep and dreams have given you a degree of resistance to those effects, granting you a +2 circumstance bonus to all saving throws against sleep effects and effects that cause or alter dreams.
In addition, sleep is more restorative for you. You regain HP equal to your Constitution modifier times double your level instead of just times your level, and you reduce any drained and doomed conditions you have by 2 instead of by 1.
Hag Claws (Feat 1)
Changeling
|
When you came of age, your fingernails grew long and sharp. You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.
Special You can't retrain out of this feat.
Hag's Sight (Feat 1)
Changeling
|
You've nurtured the supernatural abilities gifted by your hag mother, particularly your sight. You gain darkvision.
Maiden's Mending [R] (Feat 1)
Changeling |
You can tap into some of the magic that flows through your blood to give you new life. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn.
Moon May (Feat 1)
Changeling | Lineage |
Your mother was a moon hag, a handmaiden of Groetus, and you have a single scarlet eye and a sliver of her supernal foresight. You can cast guidance as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up.
Slag May (Feat 1)
Changeling
|
Lineage
|
Your mother was an annis hag, known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group, have the unarmed and grapple traits, and are cold iron.
Snow May (Feat 1)
Changeling | Lineage |
You're the child of a winter hag, with one blue-white eye and an affinity for rime and snow. When moving over ice or snow in arctic terrain, you always gain the benefits of the Cover Tracks action without needing to use the activity or having to move half your Speed. You don't treat icy terrain as uneven ground (though it's still difficult terrain for you), and you ignore difficult terrain caused by snow. Cold precipitation and environmental cold effects don't alter the time it takes for you to become fatigued.
Veil May (Feat 1)
Changeling | Lineage |
Born of a blood hag, a fiery blood drinker hidden behind a false skin, you have one blood-red eye and the ability to slough off your appearance in an instant. You gain the Lie to Me skill feat, and you can shed a disguise quickly by peeling off the outer layer of your skin. Changing from a disguise used to Impersonate back to your true appearance is a 3-action activity for you; if you're an expert in Deception, it's a 2-action activity, and if you're legendary in Deception, it takes only a single action. This doesn't allow you to don or remove armor or other equipment any faster, but your physical appearance otherwise returns to its normal state.
Virga May (Feat 1)
Changeling | Lineage |
Born of a storm hag, you have one crystal-blue or rain-gray eye. You share your mother's power over wind and storm. You can cast electric arc as an occult innate cantrip. As normal, a cantrip is heightened to a spell level equal to half your level rounded up.
5th Level Changeling Feats
Called (Feat 5)
Changeling
|
You have heard the Call, and in constantly resisting that persistent demand, you've developed a mental bulwark against effects that would target your mind. You gain a +1 circumstance bonus to Will saving throws against mental effects. If you roll a success on your saving throw against a mental effect that would make you controlled, you get a critical success instead.
Cunning Hair (Feat 5)
Changeling |
Your hair moves under your control. You can perform simple Interact actions with your hair, such as opening an unlocked door. Your hair can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.
Favorable Winds [A] (Feat 5)
Changeling
|
Air
|
Concentrate
|
Occult
|
Prerequisites Virga May
You wrap a shell of favorable wind around a weapon you wield. On your next Strike with a ranged weapon before the start of your next turn, you don't take circumstance penalties on the attack roll due to wind. In addition, if that weapon has a range increment of 10 feet or less, increase its range increment by 10 feet for that Strike.
Mist Child (Feat 5)
Changeling
|
You blend in with unnatural subtlety. When you are concealed or hidden, increase the DC of the flat check to target you to 6 if you're concealed or 12 if you're hidden.
9th Level Changeling Feats
Accursed Claws (Feat 9)
Changeling
|
Prerequisites claw unarmed attack
Your claws carry your mother's hag magic. When you critically hit with a claw Strike, the target takes an additional 1d4 persistent mental damage.
Invoke the Elements [AA] (Feat 9)
Changeling
|
Evocation
|
Primal
|
You summon an aura of shimmering heat, flurrying snow, crashing waves, or swirling wind and lightning. For 1 minute, you gain concealment against creatures more than 5 feet away, and any creature that ends its turn within 5 feet of you suffers 1d12 damage (basic Reflex save using your class DC or spell DC, whichever is higher). At 13th and 17th level, this damage increases by 1d12. A veil may changeling deals fire damage, a snow may changeling deals cold damage, a brine may changeling deals bludgeoning damage and the effect gains the water trait, and a virga may changeling deals electricity damage.
Mother's Mindfulness [R] (Feat 9)
Changeling |
You have the protective instinct your own mother lacks and will gladly suffer in another's place. You interpose yourself in the attack's path. You become the target of the triggering attack and are automatically hit by the attack (or critically hit if the ally was critically hit), suffering the full effects in your ally's place.
Occult Resistance (Feat 9)
Changeling
|
Prerequisites expert in Occultism
Your study of occult practices has shown you how to best defend against them. You gain a +1 circumstance bonus to all saving throws against occult effects.
13th Level Changeling Feats
Hag Magic (Feat 13)
Changeling
|
Through your heritage, you can replicate some of a hag's magic. Choose one common spell of 4th level or lower from those available to a coven, including the spells contributed to a coven by a hag of your mother's type. You can cast this spell once per day as a 4th-level occult innate spell.
Spells available to all covens are augury, charm, clairaudience, clairvoyance, dream message, and illusory disguise.
The eligible spells granted by the most prominent types of hag are:
- Sea Hag acid arrow, water walk
- Green Hag entangle, outcast's curse, wall of thorns
- Annis Hag earthbind
- Night Hag nightmare
Spiteful Rake [AA] (Feat 13)
Changeling |
Your instincts sing of spite and malice, and you've learned a devastating trick: go for the eyes. You make a claw Strike. If you hit and deal damage, the target is dazzled for 1 round. On a critical hit, the target is instead blinded for 1 round and dazzled until restored to maximum hit points.
No comments:
Post a Comment