"Changeling" is an inherited template that can be added to any Small or Medium humanoid, monstrous humanoid, or outsider (referred to hereafter as the base creature). The changeling uses all all the base creature's statistics and special abilities
except as noted here.
Same as the base creature +2.
The creature's type
changes to fey.
A changeling retains all of the base creature's extraordinary, supernatural, and spell-like qualities except for qualities tied to its type
. In addition to gaining the fey type
, a changeling has the following special qualities
1/day-charm person, object reading;
3/day-detect magical aura
. The changeling's manifester level is equal to his or her character level.
A changeling picks one energy type
, cold, electricity
, fire, or sonic/concussion) to which it is immune.
Resistance to Energy (Ex):
A changeling gains energy resistance
10 to one energy type
, cold, electricity
, fire, or sonic/concussion). A changeling cannot be resistant to an energy type
to which it is immune (see above).
Damage Reduction 5/+1 (Su):
A changeling ignores the first 5 points of damage
dealt by a nonmagical weapon
. Unlike sidhe
, this damage
reduction doesn't increase as the changeling gains Hit Dice
A changeling's ability scores
change as follows: Dex +4, Con -2, Cha +4.
Changelings gain a +2 species bonus on Bluff and Sleight of Hand checks.
Changeling (Half-Human) Charismatic Hero 1:
CR 3; Medium fey; HD 1d6+2 (includes Toughness feat
); hp 8; Mas 8; Init +4; Spd 30 ft.; Defense
15, touch 14, flat-footed 11 (+4 Dex, +1 leather jacket); BAB +0; Grap -1; Atk -1 melee (1d3-1 nonlethal, unarmed strike) or +4 ranged (2d6, Ruger Service
-Six); Full Atk -1 melee (1d3-1 nonlethal, unarmed strike) or +4 ranged (2d6, Ruger Service
-Six); FS 5 ft. by 5 ft.; Reach 5 ft.; SA spell-like abilities
, immune to electricity
, fire resistance 10, damage
reduction 5/+1; AL chaos; SV Fort +0, Ref +5, Will +1; AP 0; Rep +2; Str 8, Dex 18, Con 8, Int 12, Wis 13, Cha 19.
Bluff +10, Diplomacy +8, Disguise +8, Drive +6, Gamble +3, Gather Information +8, Knowledge (streetwise) +5, Sleight of Hand +8.
Talent (Charismatic Hero):
Leather jacket, loaded Ruger Service
-Six (.385 revolver), stolen BMW M3 sports coupe, coat, casual clothes, sunglasses, first aid kit (in car's trunk).