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Random Changeling Starting Ages

Adulthood Intuitive1 Self-Taught2 Trained3
15 years +1d4 years
(16 - 19 years)
+1d6 years
(16 - 21 years)
+2d6 years
(17 - 27 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Changeling Height and Weight

Base Height Height Modifier Base Weight Weight Modifier
4 ft. 2 in. +2d4 in.
(4 ft. 4 in. - 4 ft. 10 in.)
85 lbs. +(2d4×5 lbs.)
(95 - 125 lbs.)

Changelings are the offspring of hags and their lovers taken through magic or madness. Dropped off on doorsteps of prospective foster parents, changelings are raised by strangers. Typically tall, slender, dark haired, and attractive, changelings otherwise resemble their fathers' race. They are always female, and their mismatched colored eyes and abnormally pale skin hint at their true heritage. At puberty, changelings receive “the call,” a hypnotic spiritual voice that beckons them to travel and discover their true origins. Changelings who ignore this call choose their own destiny; those who heed it discover their “mother” and may come into great power by transforming into hags themselves.

Standard Racial Traits

  • Ability Score Racial Traits: Changelings are frail, but are clever and comely. They gain +2 Wisdom, +2 Charisma, –2 Constitution.
  • Size: Changelings are Medium creatures and have no bonuses or penalties due to their size.
  • Type: Changelings are humanoids with the changeling subtype.
  • Base Speed: Changelings have a base speed of 30 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.

Defense Racial Traits

Offense Racial Traits

  • Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).

Senses Racial Traits

  • Darkvision: Changelings see perfectly in the dark up to 60 feet.

Other Racial Traits

A changeling inherits one of the following racial traits, depending on her mother's hag type:

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Hag Magic: Some changelings have an innate talent for magic. They can choose one 1st- or 0-level spell from the witch spell list that does not have a material component costing more than 1 gp. They can use the chosen spell as a spell-like ability once per day if it is a 1st-level spell or three times per day if it is a 0-level spell (caster level equal to the changeling's character level). This racial trait replaces natural armor. Source PCS:ISR
  • Mist Child When the changeling has concealment or total concealment, the miss chance of attacks against her increases by 5%. This racial trait replaces hulking changeling.
  • Object of Desire The changeling adds +1 to her caster level when casting charm person and charm monster. This replaces green widow.
  • Ocean's Daughter The changeling gains a +1 trait bonus on Swim checks. She automatically succeeds at Swim checks made to avoid nonlethal damage from swimming. This racial trait replaces sea lungs.
  • Witchborn: Most changelings are talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling's racial ability score modifiers. Source PCS:ISR

3PP Alternate Racial Traits

  • Ancestral Affinity: Changeling bloodragers and sorcerers with the accursed bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Changeling spellcasters with the Charm domain use their domain powers and spells at +1 caster level. This racial trait replaces claws, darkvision, and the changeling’s hag racial trait. [JBE:BoHR:AChangelings]
  • Climbing Claws: Changelings with this racial trait possess nails which are better served as an aid to climbing than as a weapon and gain a climb speed of 10 feet. This racial trait replaces claws. [JBE:BoHR:AChangelings]
  • Hagsight: The changeling has an innate sense of when she is being observed. Changelings with this racial trait who have a Charisma score of 15 or higher may cast detect scrying once per day as a spell-like ability (caster level is equal to the changeling’s class level). This racial trait replaces darkvision and the changeling’s hag racial trait. [JBE:BoHR:AChangelings]
  • Heartsick: Some changelings feel their emotions more keenly than others. They gain the sickened condition when affected by an effect with the emotion descriptor. Once per day while under such an effect, a changeling with a Charisma of 15 or higher may, as a standard action, end the effect and use crushing despair as a spell-like ability (caster level is equal to the changeling’s class level). This racial trait replaces claws, natural armor, and the changeling’s hag racial trait. [JBE:BoHR:AChangelings]
  • Indomitable Will: Constant resistance to the call of her mother has toughened the changeling’s mind. She gains a +2 racial bonus on saving throws against mind-affecting effects. This racial trait replaces hulking changeling and natural armor. [JBE:BoHR:AChangelings]
  • Paternal Heritage: The influence of the changeling’s father is particularly strong. The changeling counts as her father’s race for any effect related to race and inherits one of the following racial traits according to her father’s race. This racial trait replaces hag racial trait. [JBE:BoHR:AChangelings]
    • Aasimar: The changeling gains resistance 5 to acid, cold, or electricity, chosen at character creation.
    • Catfolk: The changeling gains a 10-foot racial bonus to her speed when using the charge, run, or withdraw actions.
    • Dhampir: The changeling gains a +2 racial bonus on saving throws against disease and poison.
    • Drow: The changeling possesses spell resistance equal to 4 plus her class level.
    • Dueregar: The changeling gains a +2 racial bonus on saving throws against paralysis, phantasms, and poison.
    • Dwarf: The changeling’s speed is never modified by armor or encumbrance. This counts as the slow and steady racial trait.
    • Elan: The changeling requires only half as much food and water to sustain herself as a normal Medium creature, and can go for 2 days plus a number of hours equal to double her Constitution score before making Constitution checks for starvation or thirst.
    • Elf: The changeling gains a +2 racial bonus on Perception checks.
    • Fetchling: Attacks against the changeling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it only increases the miss chance.
    • Fosterling: Rolls to confirm critical hits against the changeling suffer a –4 penalty.
    • Gillmen: The changeling gains the aquatic subtype with a swim speed of 10 feet, but can breathe both water and air.
    • Goblin: The changeling gains a +4 racial bonus on Ride and Stealth checks.
    • Gnome: The changeling gains a +2 racial saving throw bonus against illusion spells and effects.
    • Grippli: The changeling is always considered to have a running start when making Acrobatics checks to jump.
    • Halfling: The changeling gains a +2 racial bonus on saving throws against fear effects.
    • Hobgoblin: The changeling gains a +4 racial bonus on Stealth checks.
    • Ifrit: The changeling gains fire resistance 5.
    • Kitsune: The changeling has a bite attack that deals 1d4 points of damage.
    • Kobold/Umbral Kobold: The changeling has a +1 natural armor bonus from her scaly flesh. If the changeling has a natural armor bonus from another source, then the two abilities stack.
    • Lizardfolk: The changeling has a +1 natural armor bonus from her scaly flesh. If the changeling has a natural armor bonus from another source, then the two abilities stack.
    • Melodian: The changeling gains a +2 racial bonus on one type of Perform (chosen at character creation), and Perform is always a class skill for her.
    • Merfolk: The changeling gains the aquatic subtype with a swim speed of 10 feet, but can breathe both water and air.
    • Nagaji: The changeling has a +1 natural armor bonus from her scaly flesh. If the changeling has a natural armor bonus from another source, then the two abilities stack.
    • Orc: The changeling can remain conscious and continue fighting even if her hit point totals fall below 0. The changeling is still staggered at 0 hit points or lower and loses 1 hit point each round as normal. This counts as the ferocity racial trait.
    • Oread: The changeling gains acid resistance 5.
    • Ratfolk: The changeling gains a +2 racial bonus on Perception, and Use Magic Device checks.
    • Reaper: Once per day, when the changeling would die from hit point damage she does not die until the end of her next turn. If the changeling receives enough healing by then that her hit points are at an amount greater than her negative Constitution score, she becomes stable and does not die.
    • Samsaran: The changeling gains a +2 racial bonus on saving throws made to resist death effects and on Constitution checks made to stabilize if reduced to negative hit points.
    • Sashahar: The changeling gains a +2 racial bonus on saving throws against psionic powers and psi-like abilities.
    • Strix: The changeling possesses a pair of vestigial wings that she can use to fall and glide at a safe pace. She can fall safely from any height without taking falling damage but must move 5 feet laterally for every 20 feet she falls.
    • Suli: The changeling gains a +2 racial bonus on Diplomacy and Sense Motive checks.
    • Svirfneblin: The changeling adds +1 to the DC of any illusion spells she casts.
    • Sylph: The changeling gains electricity  resistance 5.
    • Tengu: The changeling has a bite attack that deals 1d3 points of damage.
    • Tiefling: The changeling has resist 5 to cold, electricity, or fire chosen at character creation.
    • Undine: The changeling gains cold resistance 5.
    • Ursine: The changeling gains a +2 racial bonus on saving throws against polymorph spells or effects, diseases, and ingested or inhaled poisons (but not magical diseases or poisons).
    • Vanara: The changeling has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.
    • Vishkanya: The changeling gains a racial bonus on saving throws against poison equal to half her class level (minimum 1).
    • Wayang: Once per day as an immediate action, a changeling can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 round.
    • Wyvaran: The changeling gains a +2 racial bonus on saving throws against paralysis and sleep effects.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Oracle Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
  • Rogue The rogue gains 1/6 of a new rogue talent.
  • Witch Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.

3rd Party Publisher Favored Class Options

  • Aegis: Add +1/4 rounds to the duration of the augment suit ability. [JBE:BoHR:AFCO]
  • Alchemist: Add +1/6 to the alchemical bonuses granted by the alchemist’s mutagen. [JBE:BoHR:AFCO]
  • Antipaladin: The antipaladin gains +1/6 of a new cruelty. [JBE:BoHR:AFCO]
  • Arcanist: When casting arcanist transmutation spells targeting only the arcanist, add +1/3 to the caster level. [JBE:BoHR:AFCO]
  • Barbarian: Add +1/4 to melee damage rolls while raging. [JBE:BoHR:AFCO]
  • Bard: Add +1/3 to the DC of one bardic performance. [JBE:BoHR:AFCO]
  • Bloodrager: Add +1 to concentration checks when in a blood rage. [JBE:BoHR:AFCO]
  • Brawler: Add +1/5 to the dodge bonus to AC granted by the brawler’s AC bonus class feature. [JBE:BoHR:AFCO]
  • Cavalier: Reduce the cavalier’s armor check penalty by 1/3 (minimum 0). [JBE:BoHR:AFCO]
  • Cleric: Add +1/2 to the cleric’s caster level for spells cast on worshipers of the cleric’s deity. [JBE:BoHR:AFCO]
  • Cryptic: Add +1/4 to the cryptic’s number of altered defense uses per day. [JBE:BoHR:AFCO]
  • Dread: Add +1 foot to the size of the dread’s aura of fear. This option has no effect unless the dread has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example. [JBE:BoHR:AFCO]
  • Druid: Add +1/3 to the druid’s natural armor bonus while in wild shape. [JBE:BoHR:AFCO]
  • Fighter: Add +1/3 racial bonus to attack rolls with the changeling’s claws. [JBE:BoHR:AFCO]
  • Gunslinger: Add +1 foot to the range increment of one type of firearm. In combat this has no effect unless the gunslinger has selected this reward 5 times (or another increment of 5). [JBE:BoHR:AFCO]
  • Hunter: Increase the natural armor bonus of the hunter’s animal companion by +1/4. If the hunter replaces her animal companion, the new companion gains this natural armor increase. [JBE:BoHR:AFCO]
  • Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast. [JBE:BoHR:AFCO]
  • Investigator: Reduce the concealment or total concealment miss chance from mist, fog, and clouds by 5%. When the reduction reaches 50% the investigator can see through mist, fog, or clouds with no penalty. [JBE:BoHR:AFCO]
  • Magus: Add +1 to concentration checks for spells cast while using spell combat. [JBE:BoHR:AFCO]
  • Marksman: Add +1/3 to the marksman’s evade arrows dodge bonus to AC. [JBE:BoHR:AFCO]
  • Monk: The monk gains +1/6 of a new ninja trick. [JBE:BoHR:AFCO]
  • Ninja: Add 5 feet to the ninja’s darkvision. When the ninja increases her darkvision by 60 feet through this favored class bonus she gains the see in darkness special quality. [JBE:BoHR:AFCO]
  • Paladin: The paladin gains +1/6 of a new mercy. [JBE:BoHR:AFCO]
  • Psion: Reduce the cost to augment a personal psion power by 1/6 power point (minimum 0). [JBE:BoHR:AFCO]
  • Psychic Warrior: Reduce the cost of powers manifested through martial power by 1/6 power point (minimum 0). [JBE:BoHR:AFCO]
  • Ranger: The ranger reduces secondary natural weapon attack penalties by 1/4. [JBE:BoHR:AFCO]
  • Samurai: Add +1/3 to the samurai’s daily uses of resolve. [JBE:BoHR:AFCO]
  • Shaman: Add +1/2 to the shaman’s effective class level for the purposes of determining her spirit animal’s natural armor adjustment, Intelligence, and special abilities. [JBE:BoHR:AFCO]
  • Skald: Add +1/3 to the Will save bonus of inspired rage. [JBE:BoHR:AFCO]
  • Slayer: Add +1/4 to the slayer’s studied target bonuses against creatures that are or could be sexually attracted to her. [JBE:BoHR:AFCO]
  • Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast. [JBE:BoHR:AFCO]
  • Soulknife: Add +1 to the hardness and hit points of the soulknife’s mind blade. [JBE:BoHR:AFCO]
  • Summoner: Add +1 to the number of rounds the summoner can use bond senses (selecting this favored class bonus at first level allows the summoner to use bond senses at first level). [JBE:BoHR:AFCO]
  • Swashbuckler: Add +1/3 to the swashbuckler’s effective class level to determine the extra damage she deals when using the precise strike deed with her claws. [JBE:BoHR:AFCO]
  • Tactician: Reduce the augment cost of spirit of many by 1/4 power points (minimum 0). [JBE:BoHR:AFCO]
  • Time Thief: Add +1/5 to the time thief’s aevum. [JBE:BoHR:AFCO]
  • Vitalist: Add +1/3 to the vitalist’s level for determining the effects of health sense. [JBE:BoHR:AFCO]
  • Warpriest: Add +1/4 to the warpriest’s level for the purpose of enhancing her sacred weapon. [JBE:BoHR:AFCO]
  • Wilder: Reduce the wilder’s chance of psychic enervation by 1% (maximum reduction 10%). [JBE:BoHR:AFCO]
  • Wizard: When casting wizard polymorph spells that target only the wizard, add +1/2 to the caster level.  [JBE:BoHR:AFCO]

Racial Archetype

The following racial archetype is available to changelings:

Racial Feats

The following feats are available to a changeling character who meets the prerequisites.