Ok, some more stuff from my notes. A new species, a chance feat, and I rejiggered the Eidolon into a chain.
Medium (1x1) folk
Pale, slender, heterochromatic, and unnerving changelings are the daughters of Hags and their tricked lovers. Abandoned by her mother to be raised as by her late father's people, changelings typically grow up outsiders, shuned for their appearance and abilities. While the species of the father impacts their appearence, changelings are their mother's daughters with theit paternal heritage having little more then cosmetic effects. Most do not know their origins, but at some point in her life she feels urgings and hears whispers urging her into the wilds and drawing her towards her mother's coven. Those who follow these impulses become Hags through horrific and depraved rituals. Not all changelings follow their mother's call but few who do manage to escape their mother's clutches.
Attributes: +2 Charisma, +2 Wisdom, –2 Constitution
Base Speed: 30 ft. 0.0
Hag Trait: Choose one of the following:
- Hulking Hag: Your mother was an annis hag, and you have inherited her muscular build. Your STR based damage rolls inflict 1 additional damage.
- Green Widow: Your mother was a green hag and you have inherited her natural talent for seduction. Your maximum Impress rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.
- Sea Lungs: Your mother was a sea hag and your have inherited her affinity for the sea. You gain the Aquatic I NPC quality.
Claws: You gain a Claw I natural attack.
Thick Hide 2: You are considered to be wearing partial armor that provides DR 2. It does not stack with other armor, if you gain Thick Hide from other sources it offers the highest DR + 1 per additional hide benefit.
Darkvision I: You ignore the effects of dim and faint light.
Butterfly’s Sting (Chance)
Prerequisite: Special characters only.
Benefit: When you activate a critical hit against an enemy, you can choose to forgo the effect of the critical hit and instead grant a critical hit to the next ally who hits the target with a melee attack before the start of your next turn. You spend the requisite action dice and your attack only deals normal damage. The next ally that hits the target automatically activates their hit as a critical regardless of their roll or threat range. You may do this a number of times per combat equal to the number of chance feats you have.
Prerequisites: Player character only
Benefit: You control an Outsider NPC with an XP value no greater than 45 + 5 × the permanent Spellcasting feats you have. You may choose your Eidolon from the Rogues Gallery or Bestiary or build an original NPC with GM approval. Your Eidolon may not possess temporary feats. Your Eidolon is a special character with a Threat Level equal to your Career Level minus 4 (minimum 1). It gains no action dice but you may spend your action dice on it's behalf. Your Eidolon may not control additional characters.
If your Eidolon dies or is dismissed, you lose Reputation equal to your Career Level (he’s replaced in the following adventure).
Special: You may not gain this feat as a temporary feat.
Benefit: Your Eidolon's XP budget increases to 50 + 5 x the number of permanent Spellcasting feats you possess. Additionally you gain the following trick:
Something Catchy (Spellcasting Trick): When your Eidolon is within your sight, you may reduce the cost of a Call From Beyond spell by 1 (minimum of 1) to add half the spells XP budget to the Eidolon rather then summoning additional outsiders.
Prerequisites: Eidolon Mastery
Benefit: You may divert up to 10 percent (rounded down) of your Eidolon's XP budget to yourself, but suffer a -5 disposition penalty with all non-outsider characters who do not possess this feat.