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Changelings get +2 to Wisdom and Charisma, but -2 to Constitution. They're Medium Sized Humanoids who have Normal base speed, with a +1 Natural Armor bonus, two 1D4 damage Claw attacks,  and Darkvision 60 feet. They also get a specific bonus trait based on what kind of [[Hag]] they are related to. Initially, Changelings only had Annis Hag, Green Hag and Sea Hag powers, but they received variants for each of those in the ''Advanced Race Guide'' and new powers for Blood Hag, Winter Hag, Mute Hag and Storm Hag mothers in ''Inner Sea Races''.
Changelings get +2 to Wisdom and Charisma, but -2 to Constitution. They're Medium Sized Humanoids who have Normal base speed, with a +1 Natural Armor bonus, two 1D4 damage Claw attacks,  and Darkvision 60 feet. They also get a specific bonus trait based on what kind of [[Hag]] they are related to. Initially, Changelings only had Annis Hag, Green Hag and Sea Hag powers, but they received variants for each of those in the ''Advanced Race Guide'' and new powers for Blood Hag, Winter Hag, Mute Hag and Storm Hag mothers in ''Inner Sea Races''.


Annis Hag Changelings can have either Hulking Changeling (+1 racial bonus on melee damage rolls) or Mist Child (+5% to miss chance of attacks made against her whilst she has concealment or total concealment).
* Annis Hag Changelings can have either Hulking Changeling (+1 racial bonus on melee damage rolls) or Mist Child (+5% to miss chance of attacks made against her whilst she has concealment or total concealment).
 
* Green Hag Changelings can have either Green Widow (+2 racial bonus on Bluff checks if the target is sexually attracted to her) or Object of Desire (+1 to caster level for Charm Person and Charm Monster).
Green Hag Changelings can have either Green Widow (+2 racial bonus on Bluff checks if the target is sexually attracted to her) or Object of Desire (+1 to caster level for Charm Person and Charm Monster).
* Sea Hag Changelings can have either Sea Lungs (can hold breath for (three times Constitution) rounds before starting to drown) or Ocean's Daughter (+1 trait bonus on Swim checks, automatically succeeds at Swim checks made to avoid nonlethal damage from swimming).
 
* Blood Hag Changelings receive Crawling Skin, which gives them a +2 racial bonus to Disguise checks made to imitate a specific individual.
Sea Hag Changelings can have either Sea Lungs (can hold breath for (three times Constitution) rounds before starting to drown) or Ocean's Daughter (+1 trait bonus on Swim checks, automatically succeeds at Swim checks made to avoid nonlethal damage from swimming).
* Mute Hag Changelings receive Dead Eyes, which gives them one eye that is a solid dead black in color but which also gives them a +2 bonus on all saves against gaze attacks and visual illusions.
 
* Winter Hag Changelings receive Frostlaced Flesh, which gives them a +2 racial bonus on all saving throws versus cold effects and means they leave no tracks when moving through snow.
Blood Hag Changelings receive Crawling Skin, which gives them a +2 racial bonus to Disguise checks made to imitate a specific individual.
* Storm Hag Changelings receive Into The Wind, a +1 racial bonus on ranged damage rolls.
 
Mute Hag Changelings receive Dead Eyes, which gives them one eye that is a solid dead black in color but which also gives them a +2 bonus on all saves against gaze attacks and visual illusions.
 
Winter Hag Changelings receive Frostlaced Flesh, which gives them a +2 racial bonus on all saving throws versus cold effects and means they leave no tracks when moving through snow.
 
Storm Hag Changelings receive Into The Wind, a +1 racial bonus on ranged damage rolls.


There are no Night Hag Changelings; as Evil Outsiders, Night Hags spawn Half-Fiends in Pathfinder.
There are no Night Hag Changelings; as Evil Outsiders, Night Hags spawn Half-Fiends in Pathfinder.
== Warhammer 40,000 ==
In [[Warhammer 40,000]], the Changeling is one of [[Tzeentch]]'s servants, and is a total dick.  He's special type of [[Horror]] that has the ability to disguise itself as anything, and uses that ability to [[Troll|wreak all manner of mischief]].  However, because it has shifted forms so many times, it forgot its original form. Only Tzeentch knows what the Changeling originally looks like, and commonly uses this as a bargaining tool to bind its loyalty to him.
One of the most famous hijinks involving the Changeling happened when it impersonated the Governor of the [[Hive World]] Raxos and threw it into total civil war, eventually conjuring a warp portal and having its other daemon buddies join in the fun. As usual, the [[Grey Knights]] were called in to contain the situation, which resulted in the total pacification of daemons in the uprising. However, the Grey Knights could not account for the daemon that started the war and assumed that it escaped in one of the evacuation shuttles that were taking refugees off-planet. So, in typical Inquisitorial fashion: the Grey Knights shot down all of the fleeing shuttles, killing thousands of civilians, in an effort to kill off this single daemon that MIGHT have boarded one of the shuttles. Overall, whether the Changeling was there or not, Tzeentch was most likely pleased by the amount of "[[Just as Planned]]" it did to bloody an entire planet.
Another one of its famous pranks was when a renegade governor's fortress was under siege by the the [[Dark Angels]], he summoned up a [[Keeper of Secrets]] for help. You can probably see where this is going. When the governor asked for something "to end the siege", the "Keeper of Secrets" only gave him a mysterious device and fucked off. When he activated it: Surprise! The Deathwing popped in and gunned him down; it was really a homing beacon stolen off of a wrecked Ravenwing bike. The lesson is that you have to be ''really'' specific when you make a bargain with daemons, and that Tzeentch isn't above helping out the Imperium to troll his Chaos BBF Slaanesh.
The Changeling's dickery isn't limited to mortals either. In the new Daemons codex, he cut Slannesh's hair off and Whoopy cushioned Khorne with nurglings. [[Awesome|Seriously!]]
It also attempted to thwart Ahriman's plans of undoing the Rubric by impersonating huge numbers of people, coming dangerously close to succeeding before Tzeentch changed his mind because another hapless minion had done it for him. And in the new Curse of the Wulfen campaign book, it impersonated Azrael's of the Dark Angels to order a bombing on the Space Wolves' home world of Fenris.
{{Daemons-Characters}}


== World of Darkness ==
== World of Darkness ==
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Changelings can choose to be either fully human (mortal and powerless) or fully Fae (lacking some of the qualities that made them human before, but powerful and functionally immortal). Until they Choose, they remain Changelings, trapped between two worlds.
Changelings can choose to be either fully human (mortal and powerless) or fully Fae (lacking some of the qualities that made them human before, but powerful and functionally immortal). Until they Choose, they remain Changelings, trapped between two worlds.


[[Category:Roleplaying]][[Category:Monsters]][[Category:Pathfinder]][[Category:World of Darkness]]
[[Category:Monsters]][[Category:Roleplaying]][[Category:Pathfinder]][[Category:World of Darkness]]

Revision as of 08:16, 2 October 2016

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Changelings in D&D are often described as using their powers to be efficient assassins, making for a different sort of threat to the party.

A Changeling is a creature of fantasy, generally an offspring of an otherworldly species left to be raised by parents of a more mundane sort. In modern fiction it is often simply some sort of race of shape shifters, or the name/alias of a single shape shifter.

Folklore

Being folklore there are many variations, but they all follow the same pattern: a fairy kidnaps a child and replaces it with something known as a changeling. What the changeling is, how it behaves, how long the parent is stuck with it, and how you get rid of it sooner than that (if you should get rid of it), depends on the version. In some versions it's the fairy's offspring; in others, it's a piece of wood with glamour on it. Sometimes to get rid of it you throw it in the oven, other times you be abusive to it and the faerie switches the children again because you aren't taking good care of its child. (In practice, this had a nasty tendency of escalating to full-blown infanticide.) In Ireland it was common to dress up boys as girls up to the age of 12 or 13 because their fairies had a preference of kidnapping boys, and items like iron scissors would often be left where the child sleeps to ward off the fairy. The child that is kidnapped is sometimes also called a changeling, but the term usually refers to whatever the fairy left in the child's place.

Dungeons & Dragons

In Dungeons & Dragons, Changelings are a race introduced in the 3.5 edition campaign setting of Eberron as humanoids with a hint of doppelganger in their ancestry, which gives them limited shapeshifting abilities. In their debuting edition this takes the form of their signature supernatural racial feature, Minor Change Shape.

Dungeons & Dragons 4th Edition Races
Player's Handbook 1 DragonbornDwarfEladrinElfHalf-ElfHalflingHumanTiefling
Player's Handbook 2 DevaGnomeGoliathHalf-OrcShifter
Player's Handbook 3 GithzeraiMinotaurShardmindWilden
Monster Manual 1: BugbearDoppelgangerGithyankiGoblinHobgoblinKoboldOrc
Monster Manual 2 BullywugDuergarKenku
Dragon Magazine GnollShadar-kai
Heroes of Shadow RevenantShadeVryloka
Heroes of the Feywild HamadryadPixieSatyr
Eberron's Player's Guide ChangelingKalashtarWarforged
The Manual of the Planes Bladeling
Dark Sun Campaign Setting MulThri-kreen
Forgotten Realms Player's Guide DrowGenasi
Dungeons & Dragons 5th Edition Races
Player's Handbook DragonbornDrowDwarfElfGnomeHalf-ElfHalf-OrcHalflingHumanTiefling
Dungeon Master's Guide AasimarEladrin
Elemental Evil Player's Guide AarakocraGenasiGoliathSvirfneblin
Sword Coast Adventurer's Guide DuergarGhostwise HalflingSvirfneblinTiefling Variants
Mordenkainen's Tome of Foes Baatific TieflingsDuergarEladrinGithyankiGithzeraiSea ElfShadar-kaiSvirfneblin
Volo's Guide to Monsters AasimarBugbearFirbolgGoblinGoliathHobgoblinKenkuKoboldLizardfolkOrcTabaxiTritonYuan-Ti Pureblood
Eberron: Rising from the Last War BugbearChangelingGoblinHobgoblinShifterWarforged
Guildmaster's Guide to Ravnica CentaurElfGoblinHumanLoxodonMinotaurSimic HybridVedalken
Mythic Odysseys of Theros HumanCentaurLeoninMinotaurSatyrTriton
Plane Shift: Amonkhet AvenKhenraMinotaurNaga
Plane Shift: Innistrad Human
Plane Shift: Ixalan GoblinHumanMerfolkOrcSirenVampire
Plane Shift: Kaladesh AetherbornDwarfElfHumanVedalken
Plane Shift: Zendikar ElfGoblinHumanKorMerfolkVampire
One Grung Above Grung
Astral Adventurer's Guide Astral ElfAutognomeGiffHadozeePlasmoidThri-kreen
Dragonlance: Shadow of the Dragon Queen Kender
Unearthed Arcana GlitchlingMinotaurRevenant

Magic: The Gathering

A Static key word ability found on only on shape shifters. The ability makes the card it is on every creature type. This is a characteristic defining ability, so it applies no-matter what zone the card is in. [1]. The history of the mechanic can be read here [2]

Pathfinder

In Pathfinder, Changelings are an all-female race first introduced in the Carrion Crown adventure path. These are the juvenile forms of Hags -- read, creepy-ass evil spell-casting monster-crone old women whose hobbies enjoy eating people, murder and torture -- and consequently inherit a lot of spooky behavior, magical powers and forms that are "beautiful, yet unsettling". This means players often get mocked for trying to play characters who are so beautiful it's a curse. Hags deliberately foster out their daughters to places where they're confident the locals will mistreat and abuse them; a changeling can only become a hag if she chooses to follow her mother's magical call and agrees to undergo the agonizingly painful ritual to be transformed into a hag. Thusly, mother hags do their best to ensure their daughters get bullied so badly they will willingly grab at the power and the chance to avenge themselves on humanity, even at the cost of being painfully turned into a hideously ugly old witch. Changelings have a natural affinity for the Witch class, as one might expect.

Changelings get +2 to Wisdom and Charisma, but -2 to Constitution. They're Medium Sized Humanoids who have Normal base speed, with a +1 Natural Armor bonus, two 1D4 damage Claw attacks, and Darkvision 60 feet. They also get a specific bonus trait based on what kind of Hag they are related to. Initially, Changelings only had Annis Hag, Green Hag and Sea Hag powers, but they received variants for each of those in the Advanced Race Guide and new powers for Blood Hag, Winter Hag, Mute Hag and Storm Hag mothers in Inner Sea Races.

  • Annis Hag Changelings can have either Hulking Changeling (+1 racial bonus on melee damage rolls) or Mist Child (+5% to miss chance of attacks made against her whilst she has concealment or total concealment).
  • Green Hag Changelings can have either Green Widow (+2 racial bonus on Bluff checks if the target is sexually attracted to her) or Object of Desire (+1 to caster level for Charm Person and Charm Monster).
  • Sea Hag Changelings can have either Sea Lungs (can hold breath for (three times Constitution) rounds before starting to drown) or Ocean's Daughter (+1 trait bonus on Swim checks, automatically succeeds at Swim checks made to avoid nonlethal damage from swimming).
  • Blood Hag Changelings receive Crawling Skin, which gives them a +2 racial bonus to Disguise checks made to imitate a specific individual.
  • Mute Hag Changelings receive Dead Eyes, which gives them one eye that is a solid dead black in color but which also gives them a +2 bonus on all saves against gaze attacks and visual illusions.
  • Winter Hag Changelings receive Frostlaced Flesh, which gives them a +2 racial bonus on all saving throws versus cold effects and means they leave no tracks when moving through snow.
  • Storm Hag Changelings receive Into The Wind, a +1 racial bonus on ranged damage rolls.

There are no Night Hag Changelings; as Evil Outsiders, Night Hags spawn Half-Fiends in Pathfinder.

World of Darkness

White Wolf's World of Darkness lines have a 'Changeling' game their original series, their LARP series, and the rebooted series. They are more-or-less on opposite ends of the tonal spectrum.

Changeling: The Dreaming is for faeries that are born into mortal bodies and dealing with their dual natures. Characters live in two worlds simultaneously: the mundane one we're all familiar with, overlapped by a world we might call make-believe but is very real for them, and the two worlds can affect each other. There is always a tragedy with World of Darkness games; for Changelings, as they grow up the magical world becomes less and less real to them, until eventually they "grow up" and forget their natures as faeries. All Changelings eventually succumb to mundanity, living the rest of their lives locked out of their potential for magic. The different character classes are types of faerie: sidhe, troll, pooka, silkie, etc.

Changeling: The Lost is for mortals that were kidnapped by fae, and managed to escape back to the real world but are forever scarred by the experience. Resuming their old lives is made difficult by time-dilation effects during their imprisonment, and possibly by the simulacrum or impostor that replaced them when they were kidnapped (who is usually either wholly convinced that they are the person who they were meant to replace and will probably react violently when informed otherwise, or a complete psychopath, that makes the changelings not want to resume said lives). Characters are a little nonhuman themselves since they've spent time among fae, usually as toys or slaves while being subjected to positively Lovecraftian tortures, which also have a habit of mutating them into monstrosities and oddies, ranging from living ice sculptures to literally heartless hulks, and have a hard time acting "normal"; in some cases, they can end up turning into full-fledged fae themselves. Even if they do manage to adjust reasonably well, there's always the issue of their old masters trying to recapture them. Character classes are damned complex with 39 Seemings+Kiths, 12 Courts, 9 optional Entitlements, 28 Contracts, and that's just what's in the core book.

Dresden Files RPG

In the Dresdenverse, Changelings are those humans lucky (or more likely unlucky) enough to have a Fae for one of their parents. Their non-human traits manifest at puberty, giving them anything from super strength to really good looks. Unfortunately for them, they also get a partially Fae mind too, meaning that they have to deal with what can only be described as mental illness, ranging from dementia, to psychotic urges, to anger issues. Even more unfortunately for them, they are considered to be members of whatever Fae nation their parent belonged to, which means if they're winterfae changelings, they're beholden to sadistic killers and emotionless sociopaths. Even if their Fae parent genuinely loves and cares for them, chances are, they believe in using tough love to prepare them for the harshness of the world, which amounts to putting them in life threatening situations on a regular basis.

Changelings can choose to be either fully human (mortal and powerless) or fully Fae (lacking some of the qualities that made them human before, but powerful and functionally immortal). Until they Choose, they remain Changelings, trapped between two worlds.