Changelings

## Racial Traits

### Standard Racial Traits

* **Ability Score Modifiers**: Changelings are frail, but are universally comely, fitting their half-human existence. They gain +2 Charisma, –2 Constitution.
* **Size**: Changelings are Medium creatures and have no bonuses or penalties due to their size.
* **Base Speed**: Changelings have a base speed of 30 feet.
* **Languages**: Changelings begin play knowing Low Elvish and Sylvan.

### Other Racial Traits

* **Shiftling**: Changelings have natural shapeshifting capabilities. While not exhausted you may change your superficial features such as hair color, height, weight, and even apparent race and facial features as an action. You cannot change your sex with this ability, but you can appear as a different gender. The changes are not fine enough to impersonate someone. You must concentrate (as if this effect were a sphere effect) to maintain the transformation.
* **Shiftling Tell**: Changelings cannot change their eye color, and many have a tendency towards unnatural colored eyes or heterochromia.
* **Low-Light Vision**: Changelings can see twice as far in dim light as other races.
* **Awakening Bloodline**: If you slay your hag-mother by your own hand, you immediately gain *Awakened Heritage* as a bonus feat, ignoring its prerequisites.
* Pick one of the following subraces:

### Subraces

#### Annis-Born (Slag-May)

* **Ability Score Modifiers**: +2 Str
* **Natural Armor**: Annis-Born have +1 natural armor.
* **Flesh of Stone**: Annis-Born changelings have tough skin, some of which hardens into plates underneath their skin. When a creature hits or misses the Annis-Born’s AC with a manufactured melee weapon by 2 or less, the Annis-Born may attempt a Sunder combat manuever against that weapon as an attack of opportunity.
* **Awakened Heritage**: When you gain the *Awakened Heritage* feat you can use Meld Into Stone as a spell-like ability up to three times per day, with a caster level equal to their character level. At 7th level, you also receive DR 3/-. This damage resistance stacks with other similar sources of damage resistance. Charisma is your spellcasting stat for this ability.

#### Ash-Born (Hearth-May)

* **Ability Score Modifiers**: +2 Str
* **Fire Resistance**: Ash-Born have Fire Resistance 10.
* **Burning Soul**: You increase the damage of spells, psionic powers, or sphere effects you cast that deal fire damage by +1. This additional damage increases by +1 for every four character levels you possess.
* **Awakened Heritage**: When you gain the *Awakened Heritage* feat you increase your fire resistance 30. At 7th level, you may choose an additional target whenever you cast a spell, manifest a psionic power or sphere effect that deals fire damage. If the effect has an area of effect, only one instance takes effect in any location where the spells overlap.

#### Blood-Born (Veil-May)

* **Ability Score Modifiers**: +2 Dex
* **Claws like Knives**: Though outwardly normal looking, Blood-Born possess sharp claws, and have a pair of primary natural claw attacks that deal 1d4 slashing damage.
* **Bloody Impersonation**: If you possess the blood of another humanoid, either bottled while fresh (within 1 hour of death) or by damaging them with a melee weapon or natural attack, you may consume the blood as a standard action to use your Shiftling racial trait to impersonate them, allowing you to disregard the rules against changing your sex, and allowing you to change your size to match the creature, providing a +20 bonus to Disguise checks to appear as that creature, as opposed to the normal +10 bonus. This transformation lasts 1 hour per level, but does not require concentration. This counts as a polymorph effect, as if it was under the Blank Form talent from the Alteration Sphere.
* **Awakened Heritage**: When you gain the *Awakened Heritage* feat you gain the Scent and Keen Scent senses. Keen Scent functions outside of the water when you make use of it. At 7th level, you can cast Dominate Monster as a spell-like ability up to three times per day as long as you possess the target’s blood, either bottled while fresh (within 1 hour) or by damaging them with a melee weapon or natural attack, with a caster level equal to their character level. Charisma is your spellcasting stat for this ability, and has an effective spell level for determining the save DC of ½ your hit die.

#### Dreamtheif-Born (Waker-May)

* **Ability Score Modifiers**: +2 Dex
* **Born of No Hag**: Lacking a hag-mother, Dreamthief-Born are in no danger of having their body stolen by a vengeful spirit of their mother. Instead they risk becoming new hags themselves with every evil action. If a Dreamthief ever becomes Chaotic Evil or commits heinous actions on par with those who are chaotic evil, such as wanton murder or cruelty, they immediately gain the Awakened Heritage feat as a bonus feat, and cease to age.
* **Cruel Prophecy**: Waker-May are inflicted with cruel visions and dreams that urge them towards evil, but often contain hidden knowledge that can be made use of. At the beginning of each day, they receive a horrid vision of violence or cruelty they may commit, or that they may witness. Beyond being merely unsettling, these cryptic visions may provide some information about their day to come, acting as the Commune spell except the answerer is nearly omniscient but questions may only be asked in relation to the vision itself. If the vision comes to pass, the Waker-May receives a +1 bonus on all checks, attacks, and saves for the next ten minutes.
* **Awakened Heritage**: When you gain the *Awakened Heritage* feat and receive your daily vision as per Cruel Prophecy you may ask complex questions that do not have a simple yes or no answer but with otherwise the same limitations on knowledge as detailed. At 7th level when you are given your Cruel Prophecy, you may set an additional set of conditions that may trigger your cruel prophecy by describing a scene to your Game Master. If that scene comes to pass, you gain all the normal benefits of Cruel Prophecy.

#### Green-Born (Callow-May)

* Ability Score Modifiers: +2 Str
* **Spell-like abilities**: Green-Born changelings with Charisma scores of 11 or higher also gain the following spell-like abilities: At-Will - *speak with animals* and *goodberry*, and 3/day - *Spike Growth* as a druid. The caster level for these effects is equal to the changeling’s level. The DC for these spells is equal to 10 + the spell’s level + the changeling’s Charisma modifier.
* **Awakened Heritage**: When you gain the *Awakened Heritage* feat you are always considered to be under the effects of the spell Tree Stride. At 7th level you may use your swift action to force a creature within 60 feet to make a dexterity save with a DC of (½ Level + Charisma + 10) or become entangled for one minute. They may reattempt the save at the end of each of their turns. Once a creature succeeds on this saving throw they are unaffected by this ability for 24 hours.

#### Mute-Born (Sorrow-May)

* **Ability Score Modifiers**: +2 Dex
* **Blindfight**: You gain the Blind-Fight feat as a bonus feat.
* **Bitter Fruit**: You can carve an eye or the tongue out of helpless, incapacitated, or dead creatures and consume them raw. When you do, you may ask one question, and receive an answer based on the information the creature currently knows or knew at the time of its death. You may use this ability on any given creature as many times as they have eyes and tongues.
* **Awakened Heritage**: When you gain the *Awakened Heritage* feat you gain the ability to cast Blindness/Deafness and Darkness at will, you may not target a creature that has already succeeded on the save against your Blindness/Deafness with it again for 24 hours. At 7th level, you gain Improved Blind-Fight as a bonus feat, ignoring its usual prerequisites.

#### Sea-Born (Brine-May)

* **Ability Score Modifiers**: +2 Str
* **Oceanborn**: Sea-Born changelings have a swim speed equal to your movement speed, and you can hold your breath for a number of hours equal to your Constitution modifier (minimum 1).
* **Wavebreaker**: Sea-Born have a +4 racial bonus to their CMD against grapple and bull rush attempts.
* **Awakened Heritage**: When you gain the *Awakened Heritage* feat you can cast the Water Breathing and Water Walking spell as a free action at will, targeting only yourself. At 7th level, a number of times per day equal to your hit die, you may attempt a bull rush or drag combat maneuver against a creature within 45 ft of you as a free action that can be taken once per turn. This bull rush or drag maneuver may use either your normal ability score modifier or your Charisma modifier.

#### Storm-Born (Virga-May)

* **Ability Score Modifiers**: +2 Str
* **Eye of the Storm**: You may choose to treat precipitation and wind effects as if they were one step less severe if it would be beneficial for you to do so.
* **Lightning Rod**: When you take Electricity damage you gain a +2 profane bonus to your Strength and Dexterity scores for one minute. This bonus increases by +1 for every four levels you possess.
* **Awakened Heritage**: When you gain the *Awakened Heritage* feat when you gain the ability to cast Call Lightning at will. Starting at 7th level, when you take Electricity Damage, you gain temporary hit points equal to the damage that you take, these temporary hit points last ten minutes. You can never be reduced below one hit point by electricity damage.

#### Winter-Born (Snow-May)

* **Ability Score Modifiers**: +2 Str
* **Ice Affinity**: Winter-Born have cold resistance 5, and are immune to the negative effects of cold weather and you do not treat deep snow and ice as difficult terrain, and cannot slip on such. When traveling over deep snow or ice their movement speeds increase by 30ft.
* **White Death**: Winter-Born can use a standard action to become invisible until you use their standard action to do anything. You may only use this ability while standing on deep snow or ice.
* **Awakened Heritage**: When you gain the *Awakened Heritage* feat when you gain cold resistance 30. Starting at 7th level, when you deal cold damage the target must succeed on a fortitude save against your spell save DC, or they reduce all available movement speeds by 5 feet to a minimum of zero for 10 minutes. If the creature that has a fly speed is reduced to zero while airborne, they immediately begin falling at the normal rate of 500 feet per round.

## Racial Feats

### Shiftling Knack

**Prerequisites**: *Changeling*

* You no longer need to maintain concentration to stay transformed with your Shiftling power.
* Additionally you may change non-superficial traits, affording you additional transformation options:
	+ You may change your physical sex as well as your apparent gender when you transform.
	+ You can grow claw-like nails, providing your with two primary claw natural attacks that deal 1d4 slashing damage. If you are a Blood-Born Changeling, instead you increase your claw attack to 1d8 slashing damage.
	+ Increase your size by up to one size larger, or decrease your size up to two sizes smaller. Shrinking smaller reduces your speed by 5 feet by each step you reduce by.
* You may choose to maintain concentration on your transformation. When you do you may choose one of the following options:
	+ You may change your eye color to match that of the target,
	+ You may alter your ability score modifiers, suppressing the ones gained at character creation. Choose one physical stat, one mental stat, and one other stat from either category. You gain a +2 bonus to the chosen physical and mental stat, and a -2 penalty to the other stat for as long as you concentrate.
	+ You can take the form of an Animal of CR 1 or less. Doing so changes nothing about your ability scores or hit dice, but you gain all of the creatures other abilities as well as size and movement speeds. You can still speak when transformed this way, though you cannot provide the somatic components needed to cast spells.

### Awakened Heritage

**Prerequisites**: *Changeling*, 7th level.

* You gain the benefits of your *Awakened Heritage* feature.