Changeling (Tainted Blood) “I’ve seen one before, I know I have. That wolf was smarter than any others I’ve seen before and I swear on the life I barely kept that day, it smiled at me. While it tore my companions apart all by itself, it smiled at me before it padded back into the forest. The bite it left on my neck is only a warning. A warning to never enter its territory again.” Average Height: Too few truly seen to confirm Average Weight: Too few truly seen to confirm   Size: Dependent upon blood taint Speed:  4 squares as human (1-8 when taking blood form) Vision: Dependent upon blood taint   Languages: The tongue of nature (Can communicate with their blood links), Common (Depending on Backstory) Alignment: Usually Evil     Half-Taint Changeling (Applies to all Mixtures) Ability Scores: +2 Strength, + 2 Constitution, -2 Charisma Skill Scores: +2 Perception, +4 Nature, -6 Religion   Tri-Taint Changeling (Applies to all Mixtures) Ability Scores: +3 Strength, + 3 Constitution, -4 Charisma, -1 Intelligence Skill Scores: +3 Perception, +6 Nature, -6 Religion   *For each Blood Taint, Changelings gain an extra +1 or +2 to a single Ability and Skill that is most relative *Tainted Blood messes with the DNA in unforeseen ways, causing more and more problems as their life progresses. If a changeling blood is tainted in more than three ways then they stop gaining the natural boost to abilities, but continue to gain negatives. However they do still gain the +1/2 from the blood to most relative skill. Having more than three taints is not recommended for the negatives will most likely far outweigh the positives.     Self-Preservation                       Changeling Racial Power Encounter Immediate Reaction              Personal Trigger: You become bloodied    Secondary Trigger: Life reaches a third of max Effect: Roll 1d20. Bonus to this ability is if you roll a 14 or higher than you get to choose whether this ability takes effect or not. When this ability is in effect the blood cries out for self-preservation. The body will react to this in two different ways depending on their taint. If the changelings taint is that of prey (rabbit, deer, etc…) then they gain a +2 boost in dexterity, acrobatics, and athletics. They will also gain the temporary ability flee, which allows them to roll a d10 for a chance to escape out of an enemy’s range by two spaces (roll 5 or greater). Upon rolling a ten, the number of spaces is increased to six. The respite that follows, because of the increased distance, heals the changeling by ¼ of maximum health. If the changelings taint is that of a predator (wolf, lion, etc…) than they gain a +2 bonus to strength, endurance, and perception. Predator taint changelings gain the temporary ability neck bite, which allows the player to roll a 10d for a chance to deal one double damage attack and stun the enemy for one turn. If a ten is rolled then the enemies begin to bleed and the changeling gains a brief bloodlust, increasing attack by +2 for one turn. Bleeding enemies take an additional 2 damage each turn. A Critical Fail on this ability results in the loss of the additional ability as well as a loss of one of the additional bonuses, chosen by player.  If the ability is activated via secondary trigger than the player rolls the d20 to see if they take the Critical Fail losses, roll for 14 or higher. The body changes upon the abilities activation so the changeling will begin to take more of the form of their taint. Multi-taint changelings take the form of the most prominent blood the system, this effects whether they are prey or predator as well.   Nature’s Dance                Changeling Racial Power Encounter Immediate Reaction      Personal Trigger: Self-Activated Effect: Roll 1d20. The tainted blood is set into hyper drive as the changeling goes through his various forms in the middle of battle. Dropping or sheathing all weapons, they start to fight tooth and claw with the opponent, switching between their forms while doing so. Each turn the changeling changes form (once during attacking, once on defense, once while moving, and so on.) By doing so the enemy is put into a confused state, lowering their perception and overall accuracy. Midst combat the changeling’s dexterity and acrobatics is increased by +3, while their overall stats constantly change to the form they are taking during each step. The more forms that the changeling has, the more confused the enemy becomes. With each form the enemy’s perception and accuracy drops to 80% of current stat (If a changeling has three taints + human, than the enemy’s perception is dropped 20% each turn until each form is seen). The enemy’s dropped stats do not revert until the dance is over. The dance ends upon player’s choice or if the changeling becomes bloodied. Nature’s Dance and Self Preservation cannot be activated at the same time. If a twenty is rolled than the changeling gets to strike twice each attack phase and has twice as high chance of dodging attacks. Critical Fails will cause the tainted blood to split incorrectly, wounding the changeling by ¼ of health, lowering perception by 2 and causing brief insanity. While insane every action gains a chance of doing the exact opposite. At the same time friends can be seen as enemies to kill. Insanity can only be cured by time or a backstory item.     Changelings are proficient in weapons of all kinds in exchange for magic. Changelings are naturally terrible at magic due to their tainted blood inflicting occasional insanity.   Natural Weapons: Claws (standard; at will) If the changeling is of prey nature than claw damage is determined by 1d6, predators determine by 1d8 Bite (predator standard; at will) Predators can bite for 1d6 of damage, can cause bleeding while in tainted form Bash (prey standard; at will) Prey can bash for 1d6 of damage, can knock down opponents while in tainted form     Bonus Feat: Tainted Form (standard; at will) Effect: Roll 1d20. At birth a changeling is able to change into their various forms, though how early they start affects their sanity. The later they start, the higher their sanity level however they don’t get the maximum amounts of bonuses. Each changeling has as many forms as they have blood taints. A wolf changeling has two forms to them, wolf and human. Since their form is wolf they are considered predators. Predators are given a boost to all stats involved in hunting (strength, dexterity, athletics, acrobatics, perception, endurance, intimidate, stealth) by 1 to 2 points depending on the taint. Prey will have the same type of boost except they are based around survival (intelligence, dexterity, constitution, acrobatics, athletics. heal, perception, and stealth). When changelings change into their tainted form they gain these natural type bonuses then have a complete stat overhaul. Ability stats stay the same, but all skill stats change to match the taint they have become. All humane skills (diplomacy, dungeoneering, history, religion, streetwise, and most of the time arcana) are dropped to zero, but all other relative skills are brought to a higher level than usual. For reference a prey taint form will mostly always have a higher heal than a predator, but their intimidate skill will be far lower. Taint skills are directly related to natural skills, just raised and lowered appropriately. Each taint form has a different skill set if the changeling is multi-tainted. Upon rolling a twenty, all stats are raised by 1/3 higher than what they normally would and space movement is increased by 3. If the roll is a critical fail than the blood will split horridly, causing immediate insanity. Player will lose control and the changeling will attack the first enemy in sight (friends and neutrals become enemies) for an amount of turns equal to a 1/2d6 roll. For each person killed this way, the base strength will increase by 2 due to bloodlust. Once the changeling runs out of enemies or becomes bloodied, it flees into nature to recuperate and recover. The childhood sanity item stays, but all other gear is left behind and must be recovered by an ally or later. Items have a chance to be stolen or scavenged while left. For every day that passes while shattered, 1d20 will be rolled to determine whether items are stolen and whether the changeling recovers. Player to get over ten on the first roll to if determine items stay safe and over fifteen to determine whether sanity is regained on the second roll. Numbers move inversely as each day passes (second day is 11 and 14, third is 12 and 13, etc.)   Bonus Feat: Hybrid (standard; at will) (Requires level eight in order to use) Roll 1d10. If the roll is over five than the changeling can go halfway through a taint change and become a hybrid. While under the hybrid from, changeling gains a partial boost in half of its taint stats and gains the taints special ability, though not as powerful. Critical fails result in minor insanity curable by 6+ on a d10. A role of ten allows for the ability to be used at full capacity. Nature’s Dance and Hybrid cannot be activated at the same time. Player can decide whether Self-Preservation becomes Hybrid afterward if they rolled an 18 or higher. A hybrid allowing the taint to take full affect doesn’t lose a turn.   Favorite Classes: Runs all non-magic classes well   *All changelings must have a childhood item that helps insanity. If this item is lost or stolen then it must be found or replaced lest the changeling be subject to insanity rolls. (Roll 1d20 every few turns to test for insanity. Pass number is based off of backstory) *All multi-taint changelings will roll for taint majority. Natural taint base is 66% taint and 33% human. Lowest human blood attainable is 10%, but will result in higher insanity chances. *Changelings can gain a single ability when in taint form if their taint calls for it. (Hawk taint changelings can fly in taint or hybrid form, dragon taint changelings can breathe fire -or- fly depending on choice, etc…)