The Dragonlance Nexus

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Skinshifter

D&D 3e (3.0/3.5) Rules

by Nighttree


Skinshifter (Doppelganger)
Medium-size monstrous humanoid (ogre/shapechanger)
Hit Dice:
4d8+4 (22 hp)
Initiative: +1
Speed: 30 ft.
AC: 15 (+1 Dex, +4 natural)
Attacks: Slam +5 melee
Damage: Slam +5 melee (1d6+1)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Detect thought
Special Qualities: Change shape, immunity to sleep and charm effects
Saves: Fort +4, Ref +5, Will +6
Abilities: Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Skills: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting) Intimidate +3, Listen +6, Sense Motive +6, Spot +6
Feats: Dodge, Great Fortitude
Climate/Terrain: Any
Organisation: Solitary, pair, or gang (3-6)
Challenge Rating: 3
Treasure: Double Standard
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: +4

In its natural form, Doppelgangers are tall, slender creatures, averaging six feet in height and weighing 160 pounds. Although slender, they are quite strong with firm muscles and the graceful movements of their Irda forefathers.

Although their forms still retain traces of the beauty of their Irda ancestors, the influence of the greygem has warped that beauty. The cranium of the creature is abnormally large and no hair grows anywhere on its body. Its muscular body is a slightly mottled Indigo. I's eyes are most disconcerting; the orbit of the eye is flawless white, while the iris is large and black as pitch. The pupil is a pale green, which reflects light easily.

It is believed that the Doppelgangers of Krynn where created when some Irda, in their wandering encountered the Grey Gem. The mutating effects of the Grey Gem warped the Irda, and they became even more secretive and untrusting then their Irda cousins. The alteration of their form is minor compared to what has happened to their minds. The fear and mistrust felt by their Irda forefathers has been transformed into an almost insane paranoia, causing them to be loath to share the secret as to their true nature. Yet they have an almost "human" need for companionship. These conflicting drives force most Doppelgangers to assume a suitable identity, where they can live amongst the bustle and life of others, only to abandon the identity, and start anew, before their long lifespan rouses suspicion. Oddly enough, Doppelgangers cannot stand the company of their own kind, and the only time two Doppelgangers come together for any length of time, is when they are forced by the Valin they inherited from their forefathers.

Always small in number, Scholars suspect that their are only a handful of these creatures in existence.

Detect Thought (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will save DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Change Shape (Su): A doppelganger can assume the form of any humanoid-type creature of small to large size, as though benefiting from a polymorph self spell (cast as a sorcerer of their level, including the +4 level adjustment). Doppelgangers are most convincing as elves, half elves, and humans, but can assume the form of any humanoid-type creature of small to large size.

A doppelganger can choose to remain in its new form until it chooses to assume a new one. A change cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks. *When using its shape change ability, a doppelganger gains 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.

(Note: Doppelgangers are very adept at spotting their own kind, and do not receive any Bluff or Disguise bonuses against other doppelgangers.)

History: Although sages and scholars have deduced that the Doppelgangers are descended from the Lost Irda, the truth of their creation has been lost to the winds of time. When the Irda fled their homeland, and set out to establish a new home for themselves, they actually wandered Krynn for many years in search of a suitable home. During this time, many Irda were separated from the main fleet, and had to settle where fate placed them. So it was with the Irda who would become the "Skinshifters".

Marooned on a desolate island, that could barely support their needs, they nevertheless scratched out a life, and tried to remain true to the ideals that had driven them from their homes. Then came the Greygem.

The Irda attempted to "catch" the gem, believing that its power combined with their magic could reshape their desolate home into a paradise. Unfortunately things did not go according to plan, and the gem wreaked havoc on the island and the Irda, transforming them into the "Skinshifters".

Over the following years, some of the Skinshifters found ways off the island, but the majority of the people remained, wallowing in the curse the Greygem had inflicted on them. When the Cataclysm struck, their lives were once more transformed as tidal waters rose, rapidly sinking their island home.

Those that were able fled by whatever means they had, scattering to the four winds. Many died during this time, but the few that survived have hidden themselves where they can. Scattered across the globe.

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