Changeling (Revised)


Homebrew and House Rules


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I made some slight changes to the Changeling race.

Opinions? Suggestions? Pie?

+2 Wisdom, +2 Charisma, –2 Constitution: Changelings are frail, but are clever and comely.
Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Humanoid: Changelings are humanoids with the changeling subtype.
Normal Speed: Changelings have a base speed of 30 feet.
Hag Racial Trait: The changeling inherits one of the following racial traits, depending on her mother's hag type:
Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.
Burning Blood (Blood Hag): Each time you take bleed or blood drain damage, each creature that is currently adjacent to you also takes 1 point of fire damage.
Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Cold Casting (Ice Hag): The changeling casts all spells with the [cold] descriptor at +1 caster level.
Silent Voice (Mute Hag): The changeling gains a +2 racial bonus on saving throws against being silenced.
Haunted Heart (Night Hag): The changeling gains a +2 racial bonus on saving throws against fear.
Sea Lungs (Sea Hag): The changeling may hold her breath for a number of rounds equal to three times her Constitution before she risks drowning.
Storm Scent (Storm Hag): The changeling can spend a full-round action to predict the weather in an area for the next 24 hours. The changeling's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
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 with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.


Huge changes, not so slight. I would come up with a name other than Changeling and reduce the number of hag types, perhaps to three.


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Ciaran Barnes wrote:
Huge changes, not so slight. I would come up with a name other than Changeling and reduce the number of hag types, perhaps to three.

So you're saying it should be a different type of changeling that has three other hag types than the changeling we already have?

Because other than the additional choices of hag traits i couldn't spot any changes.


I must be thinking of another race called changeling. Never mind.


You're probably thinking of the 3.5 Eberron ones that are descended from Doppelgangers. PF's Changelings are hag-descended.

Reducing it to three just brings it back to the default three options the PF Changeling already has (Green Hag, Sea Hag, Annis Hag).

@Berselius: I approve, I like your new options =)


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I tried to make a few home brew Changeling traits myself tell me what you think:
*Hidden Self (Blood Hag): +4 racial bonus to disguise checks to look like your fathers race.

*Foggy Vision (Mute Hag): +1 racial bonus vs. gaze attacks, visual effects, illusions, & other attack forms that rely on sight.

*Restless Sleep (Night Hag): The changeling gains a +2 racial bonus on saving throws against sleep spells & effects.


Orthos wrote:
@Berselius: I approve, I like your new options =)

Awww...your just sayin that. ^_~

BTW...I love your username. It reminds me of a certain Octopus receptionist from a certain great video game. ^_~

ermak_umk3 wrote:

I tried to make a few home brew Changeling traits myself tell me what you think:

*Hidden Self (Blood Hag): +4 racial bonus to disguise checks to look like your fathers race.

*Foggy Vision (Mute Hag): +1 racial bonus vs. gaze attacks, visual effects, illusions, & other attack forms that rely on sight.

*Restless Sleep (Night Hag): The changeling gains a +2 racial bonus on saving throws against sleep spells & effects.

LOVE IT. ^_^

Shadow Lodge

Nice! Dotting this for later, was wishing we had gotten a few new options for changelings in b4 along with the new hag types and I'm happy to see someone took the initiative on this.

Are you going to do one for a Graerae?


Berselius wrote:
Orthos wrote:
@Berselius: I approve, I like your new options =)

Awww...your just sayin that. ^_~

BTW...I love your username. It reminds me of a certain Octopus receptionist from a certain great video game. ^_~

"Don't tease the octopus, kids!"


"Mute hag"???

Wait...where is that from ???

Shadow Lodge

nighttree wrote:

"Mute hag"???

Wait...where is that from ???

She is from The Harrowing I believe.


The changeling race sorely needed some more options. Thank you!


doc the grey wrote:
nighttree wrote:

"Mute hag"???

Wait...where is that from ???

She is from The Harrowing I believe.

Yeah, she's from The Harrowing.


I like your new options. I feel they could do more with the Changling race.

It makes some really compelling statements, like being able to "mature" into a full hag, that aren't really options mechanically. Or just a racial Coven ability, something....

But I think Night Hag prodigy would be better reflected by the Tiefling race, since Night Hags are uniquely Outsiders.

A Daemon-spawn (+2 Dex, +2 Int, -2 Wis) with the Soul Seer alternate trait (replace SLA and Fiendish Sorcery with Deathwatch at-will SLA) seems like it might be appropriate since Night Hags are common in Abaddon and their connection to the stealing/selling of souls.


Dot for awesomeness.


Quote:
It makes some really compelling statements, like being able to "mature" into a full hag, that aren't really options mechanically. Or just a racial Coven ability, something....

Eh....allowing a changeling to mature into a full-fledged hag would be something I personally wouldn't allow in my campaign. I have enough problems keeping my "good-aligned" players from violating their alignments. Allowing one PC to become a wench from hell would cause nothing but chaos in any of my campaigns (as well as completely drail the campaign itself [which more often or not features the PC's trying to save the world and not wreck it]).

As for the coven idea, um, yeah, still gonna say naw to that. Circle magic I have no problems with but anything that gives a PC of mine an excuse to associate with a Chaotic Evil monster for the purpose of material gain is reason enough for me to ban it.


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Well, there are already multiple ways for PC's to get Coven. But it requires at least one Hag. I think allowing Changelings (half-hags) to count as the hag for their coven would help prevent PC's from being tempted to associate with real Hags.

Accursed Sorcerers, Witches, Hexcrafter Magus, Cabalist Magus (3pp), and presumably the up coming Bloodrager and Arcanist classes all have options to join covens. There is also one official Hag cohort, but being able to avoid needing a true hag would be better for most games.

And I don't think letting a Changling actually become a Hag would be, mechanically, easy. Adding Racial HD, changing type, etc. But more options to show that they are in the transition (racial feats, or even a PrC like Dragon Disciple).

Dhampir can get pretty close to vampires, with negative energy affinity, the ability to suck blood, etc. Seeing Changlings be able to get closer to hags would be cool.


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I always liked the idea of a changling daughter of a night hag having abilities based off these powers:

Night Hag wrote:

Dream Haunting (Su) A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim's back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the night hag.

Heartstone (Su) All night hags carry a heartstone—a special gemstone worth at least 1,800 gp that is worn as a periapt. A heartstone's magic is fueled by the hag's spirit and proximity—once separated from its owner (or upon the hag's death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block above). A night hag that loses this charm can no longer use etherealness or soul bind until it finds a replacement gemstone.

Maybe make them racial feats...

Surrogate Heartstone:
You've discovered the ancient ritual of your mother's kin to make a powerful gemstone that contains some of your essence.
Prerequisite: Changeling, able to summon a familiar (or bonded item class feature).
Benefit: When you summon your familiar (or bind to an item) you may instead choose to create a heartstone. A bonded heartstone can be used once per day to cast a spell. The spell is treated like any other spell cast by the changeling, including its casting time, duration, and other effects dependent of the changeling's level. This spell cannot be further modified by metamagic feats or any other ability. As the changeling gains levels, the bonded heartstone gains new spells that the changeling can cast in this way. She can cast any one of these spells once per day using her bonded object, but gains greater flexibility in what spells she can cast, and gains more powerful spells as she gains new levels. The spells associated with the heartstone are as follows:

Heartstone: 2nd—Magic missile; 4th—Invisibility; 6th—Deep Slumber; 8th—Contagion; 10th-Dream; 12th—Monstrous Physique IV; 14th—ethereal jaunt; 16th—Horrid Wilting; 18th—Soul Bind.

Special: if you use an actual Night Hag's heartstone to bind with as per this feat; it grants you a +2 resistance bonus on all saving throws.

Dream Haunting
Your presence in another's dreams drains your victims to their very core.
Prerequisite: Changeling, Surrogate Heartstone, Dream Possession class feature
Benefit: A Dreamweaver can visit the dreams of chaotic or evil targets by focusing on their heartstone while casting Dream or using their Dream Possession ability, then entering the dreams of the creature. Once it does so, it rides on the victim's back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another creature possesing or casting Dream on the same creature, can stop these nocturnal intrusions by confronting and defeating the changeling.

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Night Hags are TOO COOL to not have options ;)

Thoughts?


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also:

Mother's Gift
You inherit a special boon from your hag parent.
Prerequisite: Changeling.
Benefit: Your dark legacy manifests in one of the following ways. You choose the manifestation when you choose the feat, and once selected it cannot be changed.
Hag Claws (Ex): You gain a +1 bonus on attack and damage rolls with your claws.
Surprisingly Tough (Ex): Your natural armor bonus increases by +1.
Uncanny Resistance (Su): You gain spell resistance equal to 6 + your character level.
Coven Raised (Su): You gain the Coven hex from the witches hexes.
Special: You can gain this feat up to three times. Its effects do not stack. Each time you take the feat, you must select a different manifestation.

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Covenant
You are able to call upon ancient power of your ancestors.
Prerequisite: Changeling, Mother's Gift (Coven Raised), Caster Level 13.
Benefit: Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities: animate dead, baleful polymorph (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), ]commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision.

All three hags must take a full-round action to take part in this form of cooperative magic. All coven spell-like abilities function at CL13 (or at the highest CL available to the most powerful caster in the coven). The save DCs are Charisma-based, and function as if with a Charisma score of 16 unless one of the casters has a higher Charisma score, in which case the spell-like ability DCs are adjusted by that caster's Charisma modifier. To properly power the spell, 1 member of the coven must sacrifice a spell of equal or greater value to the spell invoked.

Special: For each extra spell (of the same or greater level to the one invoked), sacrificed by another member of the Coven; the spell gains a +1 DC.

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p.s. all that linkage took FOREVER!!!


Samasboy1 wrote:

I like your new options. I feel they could do more with the Changling race.

It makes some really compelling statements, like being able to "mature" into a full hag, that aren't really options mechanically. Or just a racial Coven ability, something....

But I think Night Hag prodigy would be better reflected by the Tiefling race, since Night Hags are uniquely Outsiders.

I Almost... !!ALMOST!! did a campaign wherein one of the PCs was going to play a Changeling Witch and I was going to play a Teifling Magus (Fiend Flayer, Hexblade, Staff Magus). The idea was that we were the fraternal twins of a human male and a night hag.

The sister was hell bent (hehe) on proving to her mother and the world that she could be good and pure of heart. I was just going to kill (slowly and enjoying every moment) everything that got in my sister's way while she went through he adolescent rebellious stage. Eventually she'd grow up, we'd kill mom, and true power would be ours! MWAHAHAHAHAHA!!!

...sorry...


that sounds like it would have been a pretty cool campaign

I am a little confused by the Covenant feat. It basically just seems like the rules for a Coven... so why do you need a feat? The Mother's Gift (Coven Raised) lets you participate in a coven, and once the coven is complete you get the SLA's without needing a feat.

Also, would you let the Mother's Gift (Coven Raised) treat the Changeling as a Hag, or would you still require a real hag to complete the coven?


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Samasboy1 wrote:

that sounds like it would have been a pretty cool campaign

I am a little confused by the Covenant feat. It basically just seems like the rules for a Coven... so why do you need a feat? The Mother's Gift (Coven Raised) lets you participate in a coven, and once the coven is complete you get the SLA's without needing a feat.

Also, would you let the Mother's Gift (Coven Raised) treat the Changeling as a Hag, or would you still require a real hag to complete the coven?

Mothers gift works like the hex for those without hexes. You'd still need a real Hag. The covenant feat would take away the need of the hag while not breaking the game with its rediculous spells at will.

I like changelings... they just need a smidge more... I personally think this is it.

:)


Quote:
The sister was hell bent (hehe) on proving to her mother and the world that she could be good and pure of heart. I was just going to kill (slowly and enjoying every moment) everything that got in my sister's way while she went through he adolescent rebellious stage. Eventually she'd grow up, we'd kill mom, and true power would be ours! MWAHAHAHAHAHA!!!

See, me personally, I would have role played both children as being disgusted by the fact that their mother was a night hag and have them hell bent on slaying her and then becoming monster hunters in order to prevent other foul beings from inflicting harm on their half-breed spawn (like their mother had done to them).


La'Vantis Tuen wrote:


Mothers gift works like the hex for those without hexes. You'd still need a real Hag. The covenant feat would take away the need of the hag while not breaking the game with its rediculous spells at will.

I like changelings... they just need a smidge more... I personally think this is it.

:)

Ah, then I would replace all the references to hags in the text. Maybe just say "all members of the coven" instead of hags. You should probably also specifically call out a hag is no longer required. I think you can remove the text that tells what a coven does, since that is already defined under Hag, and leave just the text about needing to sacrifice a spell to power it.

I would suggest that all members of the coven should be able to contribute, so if you wanted to invoke Forcecage (7th level) you could have one person sacrifice a 3rd level spell, and both of the other members sacrifice a 2nd level spell each. Then it would have a more "cooperative magic" feel. I don't think it would be overpowered, since you have all three members devoting a full round just to get off the one spell, and the feat's caster level requirement would prevent low level characters from creating a high level effect.

Another clarification, do all members have to have Covenant to form a coven without a hag, or just one? Could a human witch, changling magus, and elven sorcerer create a coven if the changling had Covenant, or would you need three changlings with all having the feat?

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