The Changeling
Properties
Attributes: Depending on bloodline
Favored Skills: Depending on bloodline
Size: Medium
Type: Humanoid(Shapechanger)
Movement: 9m
Features
Alternate Form: All Changelings receive an alternate form ability. Alternate form, unless otherwise noted, can be used as a standard action and has a duration of permanent.
Low Light Vision: All Changelings have Low Light Vision.
Strong-Willed: All Changelings receive a +2 bonus on will saves that improves to +4 versus compulsion effects.
Vulnerability: All Changelings have a vulnerability.
Feats: Dreamsight, Natural Born Changeling, Only One Vulnerability, Wild Empathy
Subraces
Skinwalker
Attributes: +2 Charisma, +2 Intelligence, -2 Constitution
Favored Skills: Bluff, Disguise
Vulnerability to Cold Iron: You take 5 points of additional damage from cold iron weapons. A hit by a cold iron weapon reverts your form, unless you succeed a will save DC 20.
Changeshape: You can assume the form of any small or medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 18m, low-light vision, scent, movement speed and swim speed up to 9m. You can use this ability to disguise as another person with a +10 bonus.
Small creature: If the form you take is that of a small humanoid, you gain a +2 size bonus to your Dexterity.
Sturdy creature: If the form you take is that of a medium humanoid, you gain a +2 size bonus to your Constitution.
Strong creature: If the form you take is that of a medium humanoid, you gain a +2 size bonus to your Strength.
Lesser Racial Power: Skinwalkers gain a +4 bonus on saves against all attempts to read their thoughts, discern their lies, or discover their true identity. If the attempt fails, he reads as if he truly was his cover identity. Furthermore, Skinwalkers receive a +4 bonus on bluff and disguise checks to act as another.
Moderate Racial Power: The Skinwalker may use change shape while is benefiting from another form. Add both bonuses.
Greater Racial Power: No matter how often a Skinwalker is hit by a cold iron weapon, he must succeed the will save that prevents him from reverting his form only once per day.
Feats: Minor Changes
Weretouched
Attributes: +2 Wisdom, +2 Constitution, -2 Intelligence
Favored Skills: Stealth, Survival
Vulnerability to Silver: You take 5 points of additional damage from silver weapons. A hit by a silver weapon stops any fast healing the Weretouched might possess for one turn.
Shapeshift: All Weretouched have three forms - a humanoid form, an animal form, and a hybrid form - of any Small or Medium creature of the animal type chosen at character creation. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form.
When she assumes the animal form and the animal she assumes has any of the following abilities, she gains the listed ability: climb 9m, fly 18m (average maneuverability), swim 9m, darkvision 18m, low-light vision, and scent. Additionally, she receives the natural attacks of the assumed animal and some bonuses to attributes and natural armor class as indicated below.
When you assume the hybrid form you receive the normal bonuses of your animal, but your size does not change. However, you lose the ability to speak properly.
Nimble animal: The Weretouched gains a +2 size bonus to her Dexterity.
Strong animal: The Weretouched gains a +2 size bonus to her Strength and a +2 natural armor bonus.
Lesser Racial Power: The Weretouched receives fast healing 1.
Moderate Racial Power: The first time each turn, a Weretouched receives damage, it is healed by his level.
Greater Racial Power: The critical hit range of the claw attacks of the Weretouched increases to 19-20 and the critical multipliers of her bite attacks increases to x3.
Feats: Epic Healing Factor, Healing Factor, Savagery, Special Heritage