Thursday, July 27, 2017

Eberron Changelings for Pathfinder

In the Eberron setting, changelings are a shapeshifting race descended from doppelgangers. They were converted to D&D Fifth Edition in one of the very first columns in the current "Unearthed Arcana" series, which prompted me to try converting them to Pathfinder. Because Pathfinder already has a "changeling" race (descended from hags), I have renamed them half-doppelgangers here.

I have translated the race's traits given in the Eberron Campaign Setting book (for v.3.5) using the Race Builder rules in the Pathfinder RPG Advanced Race Guide. Traits marked with an asterisk (*) are not standard traits from Chapter 4, but have been priced compared to similar abilities.

Half-Doppelgangers
Type: Humanoid (shapechanger): 0 RP
Size: Medium: 0 RP
Base Speed: Normal: 0 RP
Ability Score Modifiers: Human Heritage (+2 to one ability score): 0 RP
Languages: Standard: 0 RP
Racial Traits:
Defense Racial Traits:
Doppelganger Heritage* (+2 bonus to saving throws vs. charm and sleep): 1 RP
Feat and Skill Racial Traits:
Skill Bonus (+2 Bluff): 2 RP
Skill Bonus (+2 Intimidate): 2 RP
Skill Bonus (+2 Sense Motive): 2 RP
Skill Training (Bluff, Linguistics): 1 RP
Magical Racial Traits:
Change Self* (Medium humanoid; as disguise self, but change is physical rather than illusion): 3 RP
Total: 11 RP

My wife Erika has helped me create a sample 1st-level half-doppelganger stat block much like those presented in the Bestiary and Monster Codex.

SUE D'NYM (CR 1/2)
XP 200
Female half-doppelganger rogue (spy) 1 [Advanced Player's Guide 135]
CN Medium humanoid (shapechanger)
Init +6; Senses Perception +5
Defense
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +1; +2 vs. charm and sleep
Offense
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20) or sap -1 (1d6-1 nonlethal)
Ranged dagger +2 (1d4-1/19-20)
Special Attacks sneak attack +1d6
Statistics
Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 17
Base Atk +0; CMB -1CMD 11
Feats Improved Initiative
Skills Bluff +10, Disguise +7 (+17 with change shape), Intimidate +9, Linguistics +4, Perception +5, Performance (comedy) +7, Sense Motive +7, Sleight of Hand +6, Stealth +6; Racial Modifiers +2 Bluff, +2 Intimidate, +2 Sense Motive
Languages Common
SQ change shape (Medium humanoid; as disguise self, but change is physical rather than illusion)
Gear studded leather, dagger (4), sap, backpack, bedroll, belt pouch, disguise kit, flint and steel, entertainer's outfit, explorer's outfit, 44 gp, 9 sp

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