Changeling (CR 1)
Initiative: +1 (Dex); Senses: low-light vision and Spot +1
AC: 15 (+1 Dex, +3 studded leather armor, +1 buckler), touch 11, flat-footed 14
Hit Dice: 1d8-1 (3 hp)
Fort +1, Ref +1, Will +0
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple +0
Attack: Rapier +2 melee; or longbow +2 ranged
Damage: Rapier 1d6-1/18-20; or longbow 1d8-1
Special Attacks/Actions: Spell-like abilities
Abilities: Str 8, Dex 13, Con 8, Int 11, Wis 10, Cha 13
Special Qualities: fey blood
Feats: Weapon Finesse (rapier)
Skills: Climb +1, Disguise +3, Handle Animal +3, and Spot +1
Advancement: By character class
Climate/Terrain: Any land
Organization: Solitary or with standard elven or human organizational groups
Fey Blood (Ex): For all special abilities and effects, a changeling is considered both fey and humanoid. Changelings, for example, can use fey weapons and magic items with racially specific fey powers as if they were fey. Likewise, bane against fey weapons deal bonus damage to changelings. Changelings, however, are still considered humanoids and are able to be affected by spells such as charm person, yet they get a +2 racial bonus on saving throws against charm person and other spells and spell-like abilities that specifically target humanoids.
Low-Light Vision (Ex): Changelings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Spells: A changeling can cast guidance, resistance, and virtue once per day each as a 1st-level sorcerer. (Spell failure penalties for armor apply.)
Skills: Changelings receive a +2 racial bonus to Disguise checks.
Most changelings are wary of confrontation, knowing that if their fey blood is discovered in the midst of a superstitious community, they are likely to be shunned, exiled, or attacked. In most cases, changelings attempt to use their natural charisma to talk their way out of confrontations.