Changeling

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Revision as of 03:40, 10 April 2006 by Landrin Mard (talk | contribs) (adjusted header)
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Races: Human | Elf | Dracon | Dwarf | Gnome | Halfling | Half-elf | Half-orc | Lupin | Mau'ktarl | Minotaur


Custom Races: Adomkuro | Avariel | Centaur | Changeling | Drangonari | Ghost Elf | Gnoll | Goblin | Half-Dryad | Half-Nymph | Half-Ogre | Kobold | Orc | Shaahesk | Stone Dwarf | Tiefling | Wemic

PC Statistics

Base Race: Elf

Ability Score Adjustments: +2 Dex +2 Con -2 Int -2 Wis

Feats:
Alertness
Ambidexterity
Dodge

Special Abilities:
Changeling Special Ability

Favored Class: Rogue

NOTES:
- When making an elf to become a changeling, note that there are more head models available to elves than some other races you can copy. It is best to stick to the low-numbered heads. (theory tells me that 8 is the highest, but this has proved hard to test). The "Customise Character" step of character creation defaults to head 1, and the right arrow counts up.

- Tattoos, phenotype and sex all affect changeling appearance when taking some (dynamic) forms... a female changeling copying a dynamic human will appear female, with whatever tattoos were chosen during character generation. You can still take the form of the opposite sex by copying static models. Changelings in natural form are static models (ie they have a set appearance)

- Changelings have a 15% penalty to movement speeds compared to whatever they are imitating. (This is being fixed.)

Overview

The changelings are the creation of the unpredictable god Forian. They are one of the nine major races roaming the planet, and although it is likely that they are just as numerous as the other eight races, their existence is shrouded in mystery. This is because changelings possess the ability to change their form almost at will. They can assume the appearance of almost anything that moves, and some things that don't.

As individuals, changelings tend to be very solitary. They rarely gather in large numbers and do not seem to crave the company of other changelings very much. Some are so solitary that they rarely ever come into contact with other sentient beings whatsoever, while others are very curious and travel through populated areas frequently. Their personalities are as variant as their forms. Sometimes they even vary within the same individual.

Geographically, it is thought that the highest concentration of changelings exists in what is now known as The Wastelands. Originally the land making up The Wastelands spanned over parts of Jechran and Drotid. Due to an unknown freak accident or catastrophe, the land was destroyed and infected with some unknown form of magical residue that is harmful to most races. The changelings seem to be immune to its affects, and for this reason, it is thought that they make this area their de facto home, if one could call it that.

Nevertheless, this information, as with any information on changelings, is hard to pin down. Everything known about them is speculation. Few have seen a changeling's true form, for they are often loathe to use it in public, much like other races are loathe to disrobe in front of the opposite sex. For the most part, they are often secretive about their ability to change form alltogether. Some are known to masquerade in one form for years at a time, building up a life with it complete with friends and a trade to make a living.

Changeling physiology is not well understood either. It is thought that they are male and female, and that some form of mating exists, though this has not been proven. They are known to grow to adulthood a bit quicker than the long-lived races, usually within 15 to 20 years, and they are thought to live for perhaps 2 centuries at most. Upon reaching adulthood, they will either adopt a trade and eek out an existance among the other races, or they will strike out on their own as wanderers, or sometimes hermits. Some have been known to carry on the wildly informal and chaotic worship of their god Forian, though few seem to even acknowledge that there are any gods at all. Such things are generally too contemplative and require all too much forethought for these beings, who tend to exist wholly in the moment.


Custom Race System