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Changeling

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This slender woman's skin is unnaturally pale, her hair is dark, and each of her eyes is a different color.

Born of mysterious origins and raised by unknowing foster parents, changelings are the children of hags and their tricked lovers. Most don't know of their monstrous origins, but there comes a time in every changeling's life when these roots begin to call out to their host, urging the confused girl toward some end she can't Identify. When a hag of any sort conceives a child with a man, the result is a changeling. The male parent is usually killed and eaten by his partner before he can see the offspring.

Changelings are, without exception, female, and almost always tall and slender. A changeling's hair is typically long and dark, and her skin abnormally pale, but she otherwise looks for all practical purposes like a member of her father's race. A frequent—but not universal—trait of changelings is noticeably mismatched eyes, each of which is a different color common among her father's race. Upon reaching puberty and adulthood, the average changeling born to a human father stands approximately 5-1/2 feet tall and weighs about 110 pounds.

Changeling Characters

Changelings are defined by their class levels—they don't have racial Hit Dice. All changelings have the following racial traits.

–2 Constitution, +2 Wisdom, +2 Charisma: Changelings are frail, but are clever and comely.

Hag Trait: A changeling possesses one of the following traits, depending on the type of hag her mother is.

Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee Damage rolls.

Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.

Sea Lungs (Sea Hag): The changeling can hold her breath for a number of rounds equal to 3 × her Constitution score before she risks drowning.

Claws: A changeling's hands and fingernails tend to harden and become sharp, granting her two claw attacks, each of which deals 1d4 points of Damage.

Natural Armor: Changelings have a +1 natural armor bonus.

Darkvision: Changelings can see in the dark up to 60 feet.

Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings who have high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.

Attributes

AC
10, Touch 9, Flat-footed 10 (1 Dex, +1 Natural)
Alignment
Ln
Base Atk
+0
CMB
+0
CMD
9
CR
CR 1/2
Cha
15
Con
12
Creature Type
Humanoid (Changeling)
Dex
8
Environment
Any
Feats
Brew Potion, Combat Casting
Fort
+1
HP
8 (1d6+2)
Init
Female Changeling Witch 1 Ln Medium Humanoid (Changeling) 1
Int
15
Languages
Common, Draconic, Elven, Orc
Melee
2 Claws +0 (1d4+1)
Monster Class
Female changeling witch 1
Organization
Solitary
Patron
Transformation
Ref
1
SQ
Hulking Changeling, Witch's Familiar (Spider)
Senses
Darkvision 60 Ft.; Perception +2
Size
Medium
Skills
Craft (Alchemy) +10, Heal +6, Knowledge (Arcana) +6, Spellcraft +6
Special Attacks
Hexes (Cauldron)
Speed
30 Ft.
Str
10
Treasure
Gear (Quarterstaff, Spell Component Pouch, Other Treasure)
Will
+4
Wis
14
Witch Spells Prepared
(Cl 1st; Concentration +3) 1st— Hypnotism (Dc 14), Sleep (Dc 14) 0 (At Will)— Daze (Dc 13), Light , Touch Of Fatigue (Dc 13)
XP
200
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