Fledgling Doppelgangers (3.5e Race)
From D&D Wiki
Fledgling Doppelgangers are young Doppelgangers that have not yet fully developed their shape-changing ability, whether by lack of social interaction or inhibited development. At this stage of their life, they are greatly influenced by the world around them. This race is meant to provide a baseline for a Doppelganger without a particularly high level adjustment.
While the mature members of their race are charming and deceptive a fledgling doppelganger is quiet and reserved. They distance themselves and observe the ongoing world around them, patiently honing their manipulative craft. They are excellent wordsmiths, and they will gladly make small talk and provide whatever information is needed from them, but they are otherwise impersonal. The most inexperienced of them, even those who try to be genuine seem repressed or forced in comparison to others; A jovial fledgling Bard would appear the slightest bit reluctant to everyone in earshot.
Fledgling Doppelgangers in their natural form appear as humanoid creatures, but slender and frail, with gangly limbs and half-formed features. Their flesh ranges from mercury gray to pinkish-pale and completely hairless, their eyes are largely yellow and bulging with slitted pupils. Despite their seemingly frail appearance, a fledgling doppelganger’s physique is nothing to slight; they are strong, agile, and incessantly cunning.
Most fledglings doppelgangers keep others at arms' length to protect their identities, instead conducting interations with others in a shy and concise manner. Few fledglings have genuine friends or allies because of this; by the same token, however they rarely make enemies with others because they stay out of direct conflict. As they develop their social skills a fledging may become more bold and in time they can copy the attitude and mannerisms of anyone in their immediate circle of interaction, allowing them to get along with just about anyone eventually.
Most start off Neutral partially due to their worldly ignorance; some adopt a lawful disposition while other prefer a chaotic lifestyle. Doppelgangers that form small groups are normally not up to much good, utilizing their collective shape-changing abilities to infiltrate off-limits places. Likewise, the more discreet of the Doppelgangers strive to assimilate into the local culture as oppose to undermining it. Overall they have the potential to be of any alignment.
Most fledglings prefer to live in large orderly cities and towns in order to blend in easier with the commonfolk. They are, however, flexible and are willing to adapt to similar places such as a small village or a nomadic tribe.
Like the elders of its kind, fledgling doppelgangers are not inherently loyal to any Gods, demons or other divine beings nor are they known to practice religion. Those few who do most commonly worship Dairlon, God of Secrets or Korris the Orange. They never choose to take on the religious practices of a fully good or evil Deity unless convinced by words or deeds of another.
Because of their need to integrate seamlessly into humanoid society almost all fledglings learn to speak Common. From there they strive to learn any other language of immediate relevance. They do not speak any language exclusive the Doppelganger species, however.
Fledglings often take a common name from whatever area they reside in. If they lived on the East Rift they may choose a dwarf name, for instance. Others who've settled in an area recently or travel too frequently to know a common name will instead form one derived from a multitude of people's names they've heard over time.
- +2 Strength, +2 Dexterity, +2 Charisma: Fledgling Doppelgangers lack the wit and experience of the fully grown members of their kind, however they do retain the physical traits.
- Monstrous Humanoid (Shapechanger): While not a fully developed Doppelganger, Fledglings still have remarkable potential.
- Medium: As Medium creatures, Fledglings have no size bonuses nor penalties.
- A Fledgling Doppelganger's base land speed is 30 feet.
- Darkvision: A fledgling Doppelganger can see in the dark up to 60 feet.
- Racial Skills: Disguise, Spot and Listen are always considered class skills.
- +2 Bonus on all Bluff and Disguise checks. The bonus to Bluff checks does not apply if it's not a class skill. Upon reaching level 5 these bonuses improve to +4 for both checks.
- Natural Weapons: Instead of punching, a Fledgling Doppelganger can Slam an opponent for 1d6 damage.
- +2 natural armor bonus.
- Immunity to charm and sleep effects.
- Lesser Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A Fledging Doppelganger can remain in its new form indefinitely, but reverts back to its natural form after going unconscious. A change in form cannot be dispelled, however a true seeing spell or ability reveals its natural form. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks. Upon reaching level 6 a Fledgling Doppelganger has matured enough that its shapeshifting abilities improve, replacing Lesser Change Shape with Change Shape (Su) and inherits all its properties.
- Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC Cha Based). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
- Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
- Favored Class: Rogue. When determining whether a multiclass fledgling doppelganger takes an experience point penalty, his Rogue levels do not count.
- Level Adjustment: +2
|10 years||+ 1d4||+1d6||+2d6|
|Middle Age1||Old2||Venerable3||Maximum Age|
|58 years||85 years||120 years||+2d20 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||5'4"||+2d10||150 lb.||× (2d4) lb.|
|Female||5'4"||+2d10||150 lb.||× (2d4) lb.|