Core Races | Other Races


Changelings

Source Inner Sea Races pg. 240, Bestiary 4 pg. 29, Pathfinder #43: Haunting of Harrowstone pg. 84, Advanced Race Guide pg. 184
Monster Entry Link
Born of mysterious origins and raised by unknowing foster parents, changelings are the children of hags and their tricked lovers. Most do not know of their monstrous origins, but there comes a time in every changeling’s life when these roots begin to call out to their host, urging the confused girl toward some end she cannot identify.

Changelings are always female, tall, and slender. A changeling’s hair is typically dark and her skin abnormally pale, but she otherwise looks for all practical purposes like a member of her father’s race. A frequent but not universal trait of changelings is their mismatched, different-colored eyes. Upon reaching puberty and adulthood, the average changeling stands approximately 5-1/2 feet tall and weighs about 110 pounds.

Changeling Racial Traits

+2 Wisdom, +2 Charisma, –2 Constitution: Changelings are frail, but are clever and comely.
Medium : Changelings are Medium creatures and have no bonuses or penalties due to their size.
Humanoid: Changelings are humanoids with the changeling subtype.
Normal Speed: Changelings have a base speed of 30 feet.
Hag Racial Trait: Each changeling inherits one of the following racial traits, depending on her mother’s hag type. (As outsiders, night hags produce half-fiend children, not changelings.)
Crawling Skin (Blood Hag): The changeling gains a +2 bonus on Disguise checks made to look like specific individuals.
Dead Eyes (Mute Hag): One of the changeling’s eyes is a solid, dead black (with no whites even at its edges); this gives her a +2 bonus on all saves against gaze attacks and visual illusions.
Frostlaced Flesh (Winter Hag): The changeling leaves no tracks in snow, and gains a +2 racial bonus on all saves versus cold effects.
Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage rolls.
Into the Wind (Storm Hag): The changeling gains a +1 racial bonus on ranged damage rolls.
Sea Lungs (Sea Hag): The changeling can hold her breath for a number of rounds equal to 3 × her Constitution before she risks drowning.
Moon Daughter (Moon Hag): The changling gains a +1 insight bonus to her AC but takes a -2 penalty to Will saving throws. If a moon i s visible, the bonus and penalty each increase by 1.
Claws: Changelings’ fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Natural Armor: Changelings have a +1 natural armor bonus.
Darkvision: Changelings can see in the dark up to 60 feet.
Languages: Changelings begin play speaking Common and the primary language of their host societies. Changelings with high Intelligence scores can choose from the following languages: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.

Subraces

Annis-Born (Slag May)

Source Blood of the Coven pg. 5
Broad-shouldered and athletic, slag mays demonstrate incredible talent for all physical tasks. They share a vivacity, an addiction to new sights and experiences, and a tendency to collect souvenirs wherever they go.

Ancestry Annis hag
Typical Alignment CN
Ability Modifiers +2 Str, +2 Cha, –2 Con
Hag Racial Trait Annis-born changelings gain a +1 racial bonus on melee damage rolls.
Awakened Hag Heritage Your jagged claws cause gaping wounds, dealing 1 point of bleed damage on a successful critical hit.

Ash-Born (Hearth May)

Source Blood of the Coven pg. 5
Possessed of a blazing inner fire, hearth mays are passionate and excitable. Ranging from bubbly to irate, they lack emotional nuance, but their drive and discipline can overcome nearly any obstacle.

Ancestry Ash hag
Typical Alignment LN
Ability Modifiers +2 Wis, +2 Cha, -2 Con
Hag Racial Trait Ash-born changelings gain a +1 racial bonus on damage rolls for spells with the fire descriptor. This bonus increases by 1 for every 4 character levels the changeling has beyond 1st.
Awakened Hag Heritage You gain immunity to extremely warm conditions, as if you were under the effects of a permanent endure elements spell (heat only) that cannot be dispelled.

Blood-Born (Veil May)

Source Blood of the Coven pg. 6
Gifted with a face for every occasion, veil mays can adjust to any social situation, showing those around them exactly what they want to see. As easily as they read others, they are equally gifted at hiding their true intentions.

Ancestry Blood hag
Typical Alignment N
Ability Modifiers +2 Wis, +2 Cha, -2 Int
Hag Racial Trait The DCs of Sense Motive checks to gain a hunch about a blood-born changeling increase by 5.
Awakened Hag Heritage You gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive skill checks as your gifts for reading and manipulating others matures.

Dreamthief-Born (Waker May)

Source Blood of the Coven pg. 6
Rare beyond measure, waker mays exist only as the result of horrific rituals and bear stained souls. Cursed from birth, they mature like foul fruit into the deadliest of and most powerful of hags.

Ancestry Dreamthief hag
Typical Alignment NE
Ability Modifiers +2 Str, +2 Cha, -2 Wis
Hag Racial Trait Dreamthief-born changelings gain a +2 racial bonus on saving throws against mind-affecting effects.
Awakened Hag Heritage You no longer need to sleep and cannot become fatigued due to lack of sleep. You can still be affected by other effects that inflict the fatigued condition, and must rest for 8 hours in order to prepare spells or regain uses of class abilities as normal, even if this time is not spent sleeping.

Green-Born (Callow May)

Source Blood of the Coven pg. 7
Shy and soft-spoken, but possessed of grace and insight, callow mays are masterful manipulators who deeply appreciate the beautiful things in the world.

Ancestry Green hag
Typical Alignment CN
Ability Modifiers +2 Wis, +2 Cha, -2 Con
Hag Racial Trait Green-born changelings gain a +2 racial bonus on Bluff checks against creatures that could be sexually attracted to them.
Awakened Hag Heritage You can cast disguise self once per day as a spell-like ability, treating your character level as your caster level. The bonus on Bluff checks you gain from your hag racial trait applies when someone could be sexually attracted to your disguised form as well.

Mute-Born (Sorrow May)

Source Blood of the Coven pg. 7
Unique among their kind, sorrow mays manifest spontaneously without the need for hag mothers, and likewise hold the potential to corrupt themselves, transforming into hags should their hearts grow cold.

Ancestry Mute hag
Typical Alignment CN
Ability Modifiers +2 Int, +2 Wis, -2 Con
Hag Racial Trait Mute-born changelings gain a +2 racial bonus on saving throws against gaze attacks.
Awakened Hag Heritage When you confirm a critical hit with your claw attack, your opponent is blinded for 1d6 rounds. A target that succeeds at a Fortitude saving throw (DC = 10 + half your character level + your Charisma modifier) is dazzled for 1 round instead.

Night-Born (Moon May)

Source Blood of the Coven pg. 8
As much made as born, moon mays are deliberately created by night hags with foul futures in mind. Destiny haunts their lives, fanning pride and natural talent into megalomania.

Ancestry Night hag
Typical Alignment N
Ability Modifiers +2 Wis, +2 Cha, -2 Dex
Hag Racial Trait Night-born changelings gain a +2 racial bonus on saving throws against disease.
Awakened Hag Heritage You can form a lesser heartstone by performing an 8-hour ritual over any gem worth at least 500 gp. While you carry it, a lesser heartstone allows you to apply your +2 racial bonus on saving throws against disease to all Fortitude saves. A lesser heartstone can also be used as a focus to replace any material spell components worth 10 gp or less. A lesser heartstone is considered to have a caster level equal to your character level at the time of its creation.

Sea-Born (Brine May)

Source Blood of the Coven pg. 8
Dauntless free spirits, brine mays wander like the wind and water, and just like the elements, they have little concern for others' plans.

Ancestry Sea hag
Typical Alignment CN
Ability Modifiers +2 Dex, +2 Wis, -2 Con
Hag Racial Trait Sea-born changelings can hold their breath for a number of rounds equal to three times their Constitution score before they risk drowning.
Awakened Hag Heritage You gain a swim speed equal to your base speed and can move in water without attempting Swim checks. Swim is a class skill for you.

Storm-Born (Virga May)

Source Blood of the Coven pg. 9
Born with cold temperaments but hot passions, virga mays reject large crowds and open spaces and prefer to keep their emotions under tight control, all too aware of raging torrents that burble below their calm exteriors.

Ancestry Storm hag
Typical Alignment CN
Ability Modifiers +2 Wis, +2 Cha, -2 Con
Hag Racial Trait Storm-born changelings are treated as two size categories larger for the purpose of resolving wind effects.
Awakened Hag Heritage You can cast following spell-like abilities: 1/day—alter winds, create water, and obscuring mist. The caster level for these effects is equal to your level. The DC for these spells is equal to 10 + the spell's level + your Charisma modifier.

Winter-Born (Snow May)

Source Blood of the Coven pg. 9
Playful and easily amused, snow mays are lighthearted but terribly creative once their anger is roused. Little phases these capricious women for long, and their casual cruelty can easily melt back to kindness.

Ancestry Winter hag
Typical Alignment CN
Ability Modifiers +2 Int, +2 Cha, -2 Con
Hag Racial Trait Winter-born changelings gain a +5 racial bonus on Acrobatics and Climb checks on icy or slippery surfaces.
Awakened Hag Heritage You gain cold resistance equal to your character level and are no longer affected by severe cold or extreme cold.

Changeling Alternate Racial Traits

Replaces Ability Score Modifiers

Witchborn
Source Inner Sea Races pg. 215
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.

Replaces Claws, Natural Armor

Hag Magic
Source Agents of Evil pg. 24, Inner Sea Races pg. 214
Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.

Replaces Green Widow

Object of Desire
Source Advanced Race Guide pg. 184
The changeling adds +1 to her caster level when casting charm person and charm monster. This replaces green widow.

Replaces Hag Trait

Pyrophile
Source Cheliax, the Infernal Empire pg. 57
The changelings who result from ash hags’ wicked work often have one distinctly gray eye; alternatively, they may have perpetually dry, almost desiccated skin and chronic psoriasis. The daughter of an ash hag can take the following as her hag racial trait.

Pyrophile: The changeling gains a +1 racial bonus on damage rolls when using spells with the fire descriptor. This bonus increases by 1 for every 4 levels the changeling has beyond 1st.

Replaces Hulking Changeling

Mist Child
Source Advanced Race Guide pg. 184
When the changeling has concealment or total concealment, the miss chance of attacks against her increases by 5%. This racial trait replaces hulking changeling.

Replaces Sea Lungs

Ocean's Daughter
Source Advanced Race Guide pg. 184
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.

Changeling Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Changelings have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Changelings who have the listed favored class.

Oracle (Advanced Race Guide pg. 184): Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
Rogue (Advanced Race Guide pg. 184): The rogue gains 1/6 of a new rogue talent.
Witch (Advanced Race Guide pg. 184): 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.

Changeling Covens

Source Blood of the Coven pg. 13
The hag blood coursing through changelings’ veins makes them especially adept at coven magic. Changeling witches with the coven hex can form covens of three changelings without the usual need for a hag member. But as a changeling draws upon the power of her heritage, the call to wander into her hag mother’s clutches becomes more persistent; changelings who form a coven only with other changelings take a –1 penalty on Will saving throws due to this increased stress.

Changeling witches with the coven hex who wish to form a coven must perform a 1-hour ritual. When the ritual is complete, the changeling coven gains access to the following spell-like abilities based on the witch level of their lowestlevel participant.

1st Level: disguise other, fog cloud; 3rd Level: bestow curse; 5th Level: speak with dead; 7th Level: baleful polymorph; 9th Level: mirage arcana; 11th Level: forcecage; 13th Level: commune; 15th Level: control weather; 17th Level: vision; 19th Level: mind blank.

Coven spells use the caster level of the coven’s most powerful witch. They require each member of the coven to participate simultaneously, taking a full-round action or the spell’s normal casting time to cast, whichever is longer. A changeling coven can cast a total of three coven spells each day, regardless of the spell level.