TEXT:  
   
   
   
  PRODUCT NO. AR807 
  FOLLOW US ON      FACEBOOK,       TUMBLR, AND       TWITTER! 
  E-MAIL US AT: CUSTOMERSERVICE@ABANDONEDARTS.COM 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ABANDONED ARTS©
   PRESENTS: 
   
  NEW RACIAL OPTIONS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  RACIAL FEATS AND RACIAL CHARACTER TRAITS 
   
   
   
   
   
   
   
  Several new feats are featured below for members of the changeling race. These feats list the race in 
  their prerequisites, prohibiting other races from taking them. Also presented below are a number of 
  racial character traits, first introduced in the Pathfinder® Roleplaying Game: Advanced Player’s Guide. ™ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CHANGELING FEATS 
   
  GREEN GIFT 
  You inherited a special vocal gift from your vile, green mother. 
  PREREQUISITES: green widow, changeling 
  BENEFIT: Like a green hag, you can mimic the sounds of animals 
  and natural creatures. To do so, you make a Bluff skill check 
  opposed by the Sense Motive skill check of every listener. 
  Listeners not keenly familiar with the type of sound mimicked 
  take a -8 penalty on their Sense Motive checks. 
   
  HIDDEN GIFTS 
  You are able to disguise your physical tells and clawed nails. 
  PREREQUISITES: Mother’s Gift (hag claws),* changeling 
  BENEFIT: You gain a +10 bonus on Disguise skill checks made to 
  disguise yourself as a human, and you do not receive a penalty 
  for disguising yourself as a member of another race when you 
  do so. In areas largely populated or settled by humans, you can 
  take 10 on your Disguise skill check. 
     Additionally, you can disguise (or reveal) your clawed nails 
  as a standard action, causing your supernaturally sharp and 
  hardened fingernails to look and feel normal. You lose access 
  to your claw attacks while your nails are disguised. 
   
  IRON-SKINNED 
  Like your annis hag matron, you enjoy enhanced toughness. 
  PREREQUISITES: hulking changeling, Mother’s Gift (surprisingly 
  tough),* Mother’s Gift (uncanny resistance),* changeling 
  BENEFIT: Whenever your spell resistance is lowered, you gain 
  DR 1/bludgeoning. 
   
   
   
  *:
   See the Pathfinder® Roleplaying Game: Advanced Race Guide.™ 
   
  CHANGELING CHARACTER TRAITS 
   
  HAG’S BLESSING 
  Your mother has given you a hag’s boon. 
  BENEFIT: You gain immunity to the nightmare spell. 
   
  INHUMAN SIRE 
  Your father was definitely not human. 
  BENEFIT: When you select this trait, choose one humanoid race 
  other than changeling. You gain any subtypes inherent to that 
  race, and you may qualify for any feats that list that race as a 
  prerequisite as though you were a member of that race. You 
  must meet any additional prerequisites as usual. 
   
   
   
   
  MONSTROUS VISAGE 
  You can twist and contort your appearance to resemble that 
  of the horrific and rotting sea hag’s terrible visage. 
  PREREQUISITES: sea lungs, changeling 
  BENEFIT: By twisting your physical appearance horrifically, you 
  can use the Intimidate skill to attempt to demoralize any 
  number of creatures within 30 ft. of you as a standard action. 
  If you do, you receive a -5 penalty on the skill check. Creatures 
  to be affected must be able to see you. 
  NORMAL: You can attempt to demoralize one creature within 
  30 ft. as a standard action. 
   
  PRODIGAL DAUGHTER 
  You have been inducted into the coventry of hags. 
  PREREQUISITES: arcane caster level 1st, changeling 
  BENEFIT: You count as a hag for the purposes of joining a hag’s 
  coven. A coven you join must contain at least one true hag. 
   
  SOW DISCORD 
  You have mastered subtle enchanting techniques which allow 
  you to sow foreign thoughts within the minds of others. 
  PREREQUISITES: arcane caster level 5th, ability to cast sow 
  thought,* Spell Penetration, changeling 
  BENEFIT: As long as stress and distractions (such as combat) do 
  not divert your target’s attention, creatures are never entitled 
  to a saving throw against a sow thought spell that you cast. In 
  addition, you gain a +2 bonus on caster level checks made to 
  overcome spell resistance when casting sow discord. 
   
   
   
   
   
   
   
  RESENTFUL DAUGHTER 
  You resent your wicked matron, and have long been resolved 
  to use your hag-bequeathed gifts to help and to heal others. 
  BENEFIT: Whenever you cast a conjuration (healing) spell, you 
  gain a +2 trait bonus on caster level checks made to overcome 
  the spell resistance of your target. 
   
  WHITE LIES 
  You are a consummate schemer and a compulsive liar. 
  BENEFIT: Bluff is a class skill for you, and you gain a +2 trait bonus 
  on Bluff skill checks when lying to friendly or helpful creatures. 
   
  
  3 
   
  ALTERNATE RACIAL TRAITS 
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Race Guide ™, alternate racial rules allow 
  you to exchange standard racial traits for new ones, such as those presented below. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NIGHTSHADOW: In areas of dim light or darkness, you gain a 
  +4 bonus on Intimidate skill checks. 
     This racial trait replaces the hulking changeling trait. 
  SEASIGHT: You can see through frothing, murky, or otherwise 
  opaque water as though it were perfectly clear. 
     This racial trait replaces the sea lungs trait. 
   
   
   
  RACIAL ARCHETYPES 
   
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, archetypes are variant 
  sets of class abilities which modify their corresponding base classes via the use of alternate class 
  features. When a character selects a class, he must normally choose to use the standard class features 
  found in the class's original source – the exception is if he chooses to adopt an archetype. Each alternate 
  class feature presented in an archetype replaces a specific class feature from its parent class. 
     When an archetype includes multiple alternate class features, a character must take them all – often 
  blocking the character from ever gaining certain standard class features, but replacing them with other 
  options. All other class features of the base class that aren't mentioned among the alternate class 
  features remain unchanged and are acquired normally when the character reaches the appropriate 
  level, unless noted otherwise. A character who takes an alternate class feature does not count as having 
  the class feature that was replaced for the purposes of meeting any requirements or prerequisites. 
     A character can take more than one archetype and garner additional alternate class features, but none 
  of the alternate class features can replace or alter the same class feature from the base class as another 
  alternate class feature. Racial archetypes are typically available only to members of the indicated race, 
  though such options rarely interact with the racial traits of that race. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE SIBYL  (CHANGELING ORACLE ARCHETYPE) 
   
  The Sibyl is an oracle bequeathed with a voice resonating with truth and power. A changeling chosen to walk the path of the 
  Sibyl finds that her hag-born heritage lends her the will to possess knowledge that would break the mind of any other woman. 
   
  A Sibyl has the following class features. 
   
  Class Skills: Sibyls add Perform (oratory) to their list of class skills. 
   
  Bonus Spells: tongues (2nd), good hope (3rd), divination (4th), shout (5th), and legend lore (6th). 
     These spells replace the oracle’s mystery bonus spells at these levels. 
   
  Voice of the Sibyl (Ex): A Sibyl gains Voice of the Sibyl as a bonus feat (the Pathfinder® Roleplaying Game: Ultimate Magic ™ 
  sourcebook), even if she doesn’t meet the prerequisites. 
     This ability replaces the revelation gained at 1st level. 
   
  Oracular Whispers (Su): At 7th level, a Sibyl has gained such power over words that she can whisper mystic truths into the ear 
  of one helpless or willing creature as a full-round action, causing that creature to go mad, contracting an insanity at random as 
  described in the Pathfinder® Roleplaying Game: GameMaster’s Guide™. This is a language-dependent effect. 
     This ability replaces the revelation gained at 7th level. 
   
  Terrible Truth (Su): At 20th level, a Sibyl gains the power to speak a terrible, supernatural truth aloud. Creatures within 30 ft. of 
  the Sibyl who hear her speak must succeed on a Will saving throw with a DC equal to (10 + one-half the oracle’s class level + her 
  Charisma modifier) or go insane, as though affected by the Sibyl’s oracular whispers ability. This is a language-dependent effect. 
     This ability replaces final revelation. 
  
  4 
   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)"Derivative Material" means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) "Product Identity" means product and product line 
  names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor 
  (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) 
  "You" or "Your" means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described 
  by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of 
  Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Amazing Races: Changelings! © 2013, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
   
   
  CREDITS 
   
  Design and editing by Daron Woodson. 
   
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Learn more about the Pathfinder Roleplaying Game at www.paizo.com. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Amazing Races/Amazing Races - Changelings!.pdf