Shapeling

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Shapeling Shapelings are the children of humans and doppelgangers who had either settled down in a human society

or had become stuck in their human disguise. Shapelings can be identified by unusual eye color such as purple, orange or significantly darker shades of brown, blue or green. Shapeling Racial Traits +2 Intelligence, +2 Charisma, -2 Strength: Shapelings are smart and charming but are physically weak. Humanoid: Shapelings are considered humanoid for the effects of racial feats and spells Normal Speed: Shapelings move 30ft as a maximum speed. Alter Self: A shapeling can change their appearance, hair eye and skin color to that of a creature similar to it, meaning it has to be a human or race that looks human. Alter self does not allow a shapeling to change size modifiers and does not gain any ability from resembling a race. Altering their appearance gives them a +10 circumstance bonus to disguise. A shapeling can use this ability as a swift action 3+Int mod times per day. Doppelganger Blood: Shapelings add +2 to resisting spells of the transmutation school. Reclusive: Due to discrimination, shapelings tend to keep to themselves or stay hidden when they have to, resulting in a +2 to Stealth Silver Tongued Liar: A shapeling is well practiced in the art of deceit, granting them a +2 to Bluff checks. Alternate Racial Features Voice of Another: when spending 1 round after making a successful perception check, DC of 10, A shapeling can cop the voice of another person and use it when they change shape. This ability replaces Silver Tongued Liar Wanderlust: Some shapelings have the urge to wander the world. Their travels bring them to many places and to meet many people, this grants them +2 to knowledge (nature) and (geography) This ability replaces Rreclusive.

Weapon Familiarity: A shapeling, when Altering Self, can become proficient with one weapon that race commonly uses. This ability replaces Silver Tongued Liar.

Favored Classes Bard: Increase the DC for the fascinate performance by +1. Magus: Add 1 point into your arcane pool. Rogue: Add 1/6 of a new rogue talent. Wizard: Add one spell from the wizard spell list to the wizards spellbook. This spell must be at least one level below the highest spell level he can cast.

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