SRD‎ > ‎Reference Site‎ > ‎Fantasy House Rules‎ > ‎Character Creation‎ > ‎Core Races‎ > ‎


Sly and elusive shape shifters that can slip seamlessly into the societies of others.

RACIAL TRAITS Average Height: 5'5” - 6'2” Average Weight: 110 - 150 lb.

Ability Scores: +2 Intelligence, +2 Charisma Size: Medium Speed: 6 squares Vision: Normal

Languages: Common, and your choice of one other Skill Bonuses: +2 Bluff, +2 Insight Aberrant Origin: You are considered an aberration for the purposes of effects that relate to creature origin.

Mental Fortitude: You gain a +2 racial bonus to you Will defense against powers with the charm or psychic keywords.

Changelings are either from the Aberrant Seas, a land of deadly deception, or are the descendants of such people. In their homeland, they are feared, hated, and hunted. Their ability to assume the form of other creatures is a purely defensive development, and their status as constant victims of prejudice has left them bitter and vindictive against their oppressors.

Physical Qualities

Defining exactly what a doppelganger looks like is an extremely difficult task. On the rare chance that one is caught in its native form, the witness is likely to mistake what they've seen for a rather opaque ghost. All changelings have white skin, white hair and white, lidless eyes, as though all semblance of individuality had been drained from their features.

Beyond this, a doppelganger could be just about anyone. Changelings do not grow old. Rather, they simply just die unexpectedly, usually around 120 years of age. A commonly held belief amongst their own kind is that every time they change shape, their life gets slightly shorter, right up until the last time.

All changelings are sexless in their natural form, and are reliant on interactions with other species to procreate.

Playing a Changeling

Most changelings have little personality of their own. Having never had a true society, they've spent centuries hiding amongst the lives of others, and have adapted to those around them. Any given changeling is likely to manifest a behavior similar to those it interacts with on a daily basis, and is quite likely to change their behavior if its environs change.

Changelings find it hard to just be themselves, even around their closest friends. They can be savage and barbaric when those around them are, or kind and benign when needed. A common saying amongst them is that rather than being the life of a party, they should have a life for every party.

The single most common profession a doppelganger is likely to have is that of a spy. They're simply too good at it, a fact that makes them widely mistrusted by just about everyone.

Doppelganger Names: Anmity, Elish, Lissa, Nigma, Zenin

Racial Feats
Subpages (1): changeling racial feats