"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.
Challenge Rating: Same as the base creature +2.
Type: The creature's
type changes to fey.
Special Qualities: 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.
Spell-like Abilities: 1/day-
charm person, object reading; 3/day-
detect magical aura. The changeling's manifester level is equal to his or her character level.
Immunities (Ex): A changeling picks one energy
type (
acid, 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 (
acid, 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 or levels.
Ability Scores: A changeling's
ability scores change as follows: Dex +4, Con -2, Cha +4.
Skill Bonuses: 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.
Skills: Bluff +10, Diplomacy +8, Disguise +8, Drive +6, Gamble +3, Gather Information +8, Knowledge (streetwise) +5, Sleight of Hand +8.
Talent (Charismatic Hero): Fast-talk.
Possessions: Leather jacket, loaded Ruger
Service-Six (.385 revolver), stolen BMW M3 sports coupe, coat, casual clothes, sunglasses, first aid kit (in car's trunk).