Changeling

Caught between Faerie and the mortal realm, these half-breeds are at home in both and neither world.

Basic Abilities

Level Benefit Talents

1

Basic Abilities

1 (tier 1)

2

2 (tier 1)

3

3 (tier 1)

4

4 (tier 1-2)

5

5 (tier 1-2)

6

6 (tier 1-2)

7

7 (tier 1-3)

8

8 (tier 1-3)

9

9 (tier 1-3)

10

10 (tier 1-4)

  • Native Outsider: As native outsiders, Changelings can be warded by effects that target outsiders, but they cannot be banished, as Faerie is not technically their home plane. As such, when slain, they die, as a mortal would, rather than returning to their home plane to recuperate. Native outsiders breathe, eat, and sleep. Changelings' need for sleep is half that of a normal human. However, they require 1000% more sugar.
  • Immortal: Changelings do not age upon reaching adulthood, assuming they choose to embrace their fey heritage.
  • Low-light Vision: Changelings have perfect color vision in twilight conditions. Their vision in total darkness is no better than that of an ordinary human.
  • Glamour: You can subtlely alter your appearance at will, changing such trivial details as hair, eye, and nail color. At-will, you may remove any dirt, grime, and other appearance-sullying effects from your person. You gain a +6 bonus to Charisma.

Weaknesses

All changelings suffer certain weaknesses, save those with the power (i.e. talents) to overcome them.

  • Iron: Contact with iron (or iron alloys) causes searing pain on contact with a Changeling's bare skin. Any iron object can be used as an improvised lethal weapon against a changeling. Changelings suffer 50% vulnerability to damage from iron weapons. Such damage can also suppress some of their abilities (as noted below).

Racial Talents

You gain 1 per level.

Tier 1

  • Blood of the Fey: You gain Fast Healing 10%. When struck by an iron weapon, your Fast Healing is suppressed for 1 minute.
  • Improved Glamour: You may change your appearance at will, in ways more significant than your normal Glamour. You gain a bonus of +2 per Changeling level to Charisma-based social skills.
  • Magical Nature: You gain resist (magic) 10%, and +10% damage with spells.

Tier 2

  • Faery Countenance: You may Charm or Daze at will as spell-like abilities.
  • Fey Reincarnation: If you die while away from the Feywild, your body dissolves into fairy dust after 1 hour, then reforms in a safe place in Faerie 7 hours after that at 50% health.
  • Magic Absorption: Requires Magical Nature. Each time you resist magical damage from Magical Nature, you gain 1 point of Energy, Mana, Vitae, or whatever mechanic you normally use.
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