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The Complete Guide To Doppelgangers
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Credits
Writer: Keith Baker · Cover Artist: V. Shane · Interior Artist: Andy Hopp
Copy Editor: Joseph Goodman · 3.5 Editor: John Cooper · Graphic Designer: Duncan Fielden
Special hanks to Lee Moyer
Introduction 2
Physiology 2
Youth: ‘Doppelganger’ 3
Adult: Mimic 3
Elder: Doppelstadt 4
The Mechanics of Shapeshifting 4
Body Weaponry 4
Social Structure 5
Doppelstadte 6
Spawning Chambers 6
Mental Communion 6
Memory Wells 7
Avatars 7
Gestalts 8
Orphans 8
Cultural Habits 9
Language and Telepathic
Communication 9
Motivations 9
Doppelganger Myths: The Zeitgeist 10
Rites and Rituals 11
Crime & Punishment 11
Memorials 11
Testimonials 11
The Many Faces of the Doppelganger 11
Urban Doppelgangers: Living Cities 11
The Urban Lifecycle 12
Urban Doppelgangers 12
Urban Mimics 12
Urban Doppelstadte 13
Interactions with Humanoids 13
Botches and Scapegoats 14
Shadow Wars 14
The Process of Expansion 15
Exploring a Living City 15
Character Classes 16
Rustic Doppelgangers: Groves 16
The Rustic Lifecycle 16
Rustic Doppelgangers 16
Rustic Mimics
Interactions with Humanoids 17
The Process of Expansion 18
Exploring a Grove 18
Character Classes 18
Dungeon Doppelgangers 18
The Dungeon Lifecycle 18
Dungeon Doppelgangers 19
Dungeon Mimics 19
Dungeon Doppelstadte 19
Interactions with Humanoids 20
The Process of Expansion 20
Character Classes 20
Doppelganger, Dungeon 20
Other Subspecies 21
Combat Strategies 21
Natural Abilities and General Tactics 21
Blindsight 21
Shapeshifting 21
Sticky Situations 22
Telepathy 22
Caution and Self-Sacrifice 22
Urban Doppelgangers 22
Advanced Telepathy 22
Life’s a Stage 22
Psychological Shapeshifting 23
Unarmed Combat 24
Expansion Massacres 24
Forest Fires and Gang Warfare 24
Rustic Doppelgangers 25
General Tactics 25
When Nature Comes to Town 25
Doppelganger Characters 25
Urban Doppelgangers as a
Character Race 25
Doppelganger Racial Traits 26
CharacterClasses
Protean Warrior 29
Requirements 29
Class Skills 29
Class Features 29
Skills 30
Feats 30
Campaigns 32
Settings 32
Adventure Hooks 33
Conversing with Doppelgangers 34
Designing Doppelganger
Communities 34
Sample Node: Blackborough 35
Blackborough NPCs 35
Blackborough Adventures 37
Appendix I 37
Doppelganger Variations 37
Doppelganger, Rustic 37
Doppelganger, Urban 38
Doppelstadt 39
Fighting Doppelstadte 40
Mimic, Gestalt 41
Appendix II 42
The Firebrand 42
Requirements 42
Class Skills 42
Class Features 42
Dealing with Firebrands 43
27
Geistspeakers
27
The Zeitgeists
27
Gestalt Domain
28
Please log on to our web site to find
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New Spells
28
16
Channel Personality
28
Rustic Doppelstadte
17
Imbue with Skill
28
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Introduction
and stories. What adventurer doesn’t have a tale
about the time he fought a doppelganger assassin,
stopped one from impersonating the duke, or was
surprised by a doppelganger disguised as his friend? But
these accounts leave many questions unanswered. What
do doppelgangers do when they aren’t assassinating
or impersonating people? Why do they work for
humans — and how do prospective employers find them,
anyway? Are there Doppelganger communities?
his book examines the psychology and motivations
of these mysterious creatures. It looks at the lifecycle of
the doppelganger, and reveals the existence of biological
variations of the creature. For the fact of the matter is
that there are doppelgangers all around — that they are
far more common than people believe.
A point of clarification: the word “doppelganger” is
used for two purposes in this book. As you will see in
the next chapter, the doppelganger is a particular stage
in the lifecycle — the stage at which the creature is the
most active and during which it impersonates living
creatures. When capitalized it is used as a general term
to describe the entire species, including mimics and
doppelstadte.
Complete details on the new feats, skills, and classes
mentioned in this book can be found in the chapter
on character creation. Statistics for the new forms of
Doppelganger can be found in Appendix I.
What do you truly know?
Here we sit, surounded by guards. You believe that
I will tell you the mysteri f my people, and you will
rord them with parchment and ink. hat is your
first mistake — your reliance on words, your belief
that you can ign a shape to the world. You have but
one form, and you want all qutions to have a single
answer. But thy don’t. Life is about change — about
mysteri that you cannt understand. Look at me
now. Am I your lover? Look at me now. Am I your
riend? No, you are thinking. I have simply stolen his
aearance — I am trying to trick you. But can you be
certain? Is your riend still at the inn? Or am I the one
you have known for years? Am I the one o guarded
your back in the batle at Balen Moor? I can tell you the
words you said at the end f that batle, en we were
alone in the dark drenched in sweat and blood. But was
I there? Was it real? How can you know?
I can see your thoughts. How simple and flat thy
are — as two-dimensional as the words you are writing.
You believe that you and your companions captured
me, that you foiled a lt against the leader f this
city. But at if there was no lt? What if I was the
duke all along — and the man you “rtored” to power
was just anther f my kind, standing in the shadows
and waiting to take my lace? Is there anyone in this
city o you truly know — about om you have no
doubts atsoever?
What about the city itself? Has it ever occured to
you that the city might have its own thoughts, its own
ideas? What if I was simply part f the city — laying
a role and waiting for the nt act to begin? I see you
don’t believe me. Is it harder to accept this than to
imagine that the guards o stand around us are also
part f the city, and that in a moment thy will kill
you? Bause bth f the things are true…
Physiology
A Doppelganger is a telepathic, asexual creature that
possesses the power to change its shape. Doppelgangers
are fundamentally magical creatures that have evolved
through the interaction of arcane and natural forces.
A Doppelganger’s body is made up of undifferentiated
cells that shift form to meet the needs of the moment.
It forms bones, sensory organs, and anything else it
requires from its general mass. A Doppelganger has
nothing that a human would recognize as a brain; its
consciousness is a field spread throughout its entire
being. his field cannot be split; a piece removed from
a Doppelganger becomes dead flesh, and will not revert
to its original form.
he lifecycle of the Doppelganger is more complicated
than most people realize. A Doppelganger goes through
three stages of development. In addition, there are a
number of distinct subspecies of Doppelganger, each
— he last entry in the journal of loremaster Kenta Barri
2
D oppelgangers have spawned hundreds of rumors
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adapted to a specific environment. he three most
common varieties are the urban Doppelganger, which
has adapted to live around sentient humanoids; the
rustic Doppelganger, which blends in with the natural
world; and the dungeon Doppelganger, a more primitive
subtype dwelling underground. All subspecies go
through the same three stages, but vary in appearance;
the pictures in this chapter are of the urban
doppelganger.
Regardless of subspecies or
stage of development, these
creatures have a number of
shared abilities. he dis-
associated conscious-
ness of a Doppelganger
renders it immune to
sleep or charm effects.
Doppelgangers can
operate freely even
in complete darkness.
Many believe that the
creatures can see in the
dark, but in fact their sens-
es are more highly evolved
than that. A Doppelganger
“sees” using its telepathic sense,
perceiving inanimate objects by their
lack of thoughts. his provides the creature with
blindsight with a range of 60 feet. It should be
noted that these telepathic abilities are magical in
nature — not psionic powers.
a doppelganger is telepathy; it “sees” through telepathy
and mentally communicates with other doppelgangers.
A doppelganger can hear sounds even without visible
ears; it feels the vibrations against its skin. As for
the missing mouth, Doppelgangers of all ages
consume food by engulfing it; a doppelganger
simply creates a “mouth” as necessary, then
absorbs and dissolves the food. Doppelgangers
are omnivorous.
After a certain amount of time has
passed, doppelgangers become more
introspective. Eventually, their abil-
ity to maintain a mobile form slips
away. For most doppelgangers, this
occurs after about twenty years.
his process can be voluntarily
triggered, and many dop-
pelgangers choose
to advance to
the next stage
to meet the
needs of
their com-
munity.
A doppel-
ganger does
not sleep; in-
stead it enters
a meditative state
similar to the trance
employed by elves. A dop-
pelganger requires four hours of
trance per day.
Youth: ‘Doppelganger’
his is the first stage of the Doppelganger lifecycle.
As it gestates, an embryonic doppelganger
adjusts to a particular environment. It adapts
to interact with the other creatures that share this
environment; its telepathic and shapeshifting abilities
are honed to focus on these creatures, and even its
natural form is altered to a shape more suited to its
new home. he urban doppelganger is designed to
interact with sentient humanoids. Its natural shape
is a bipedal mockery of human form — completely
hairless and covered with gray, oily skin. A typical urban
doppelganger is about five and a half feet tall; it appears
to be spindly and frail, but it is pure muscle and bone
beneath the skin and is surprisingly strong and fast. he
only facial features it possesses are two large, white eyes
that lack any visible pupil. his lack of features does not
adversely affect the creature. he primary sense used by
Adult: Mimic
he second stage of the Doppelganger lifecycle is
familiar to adventurers — but few make the connection
to the doppelganger. his is the mimic — a slow-moving
shapeshifter that can assume the form of inanimate
objects. Most adventurers know of the dungeon mimic,
which is more aggressive and less intelligent than its
urban and rustic relatives. In its natural state, a mimic is
a blob of oily gray flesh with a mass that can range from
three hundred to two thousand pounds. It usually relies
on its telepathic senses and vibrational hearing, but it
can create eyes if necessary.
Mimics are sedentary creatures. A mimic cannot
assume the forms of living creatures, and it cannot
move quickly. It spends most of the time in a state of
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trance, communing with other members of its gestalt
and listening to the thoughts of the creatures around it.
A mimic must attain a certain level of mental discipline
before it can progress to the next stage of life; this can
take anywhere from a few months to a few decades based
on the individual mimic. As a result, a community of
Doppelgangers may contain dozens of mimics scattered
around striving to advance to the next stage.
It does not recover damage when it shifts form. Finally,
it is limited in the range of forms it can assume. An
urban doppelganger can assume any humanoid
form — but it must actually copy the appearance of an
existing creature; it cannot simply add an extra pair of
arms and a set of wings, as a sorcerer could using alter
self . Rustic doppelgangers are limited to animal shapes.
he act of changing shape is a supernatural ability and
cannot be performed in an antimagic field . However,
maintaining a shape is not an actively supernatural
effect; a doppelganger that enters an antimagic field
will not revert to its natural form. See Appendix I for
more details on the limitations of specific types of
Doppelganger.
With training, a doppelganger can develop additional
abilities; see the chapter on Doppelganger Characters
for complete details on new feats, the geistspeaker class,
and the protean warrior prestige class.
Elder: Doppelstadt
he doppelstadt (plural doppelstadte) is the final stage
of the Doppelganger lifecycle. It is a communal entity,
formed when multiple mimics fuse together into a
single mass. A doppelstadt duplicates the forms of
vast inanimate objects; urban doppelstadt typically
assume the forms of buildings, while rustic doppelstadt
mimic groves of trees or other natural formations. he
physical abilities of a doppelstadt are extremely limited;
it can shift its internal structure, but this is a painfully
slow process. Its power is its mind; a doppelstadt
possesses impressive mental abilities and maintains a
telepathic network that acts as a psychic anchor for the
community.
A doppelstadt relies on its offspring to fetch the food
it requires. A doppelstadt that is spawning needs a
considerable amount of protein, but if it is not engaged
in reproduction it can survive with less sustenance. With
proper support, a doppelstadt can live for hundreds of
years; the maximum lifespan of these creatures has yet
to be determined.
Body Weaponry
Doppelgangers avoid material possessions that interfere
with their ability to shift form. A doppelganger wearing
armor can shift its facial features and the color or texture
of its skin, but cannot change its overall shape. Further,
it cannot use any of the following feats: Adhesive Slime,
Chameleon, Extend Limb, Slippery, Springheels, or
Wings. As a result, most doppelgangers form armor
and clothing out of their own flesh. If the AC bonus
of the armor does not exceed the natural AC bonus of
the doppelganger, this synthetic armor will pass close
inspection. hus a typical doppelganger can replicate
any form of light armor, hide armor, or scale mail.
Protean warriors or doppelgangers with the Improved
Natural Armor feat can reproduce heavier armor. If
the bonus of the armor exceeds the natural AC bonus
of the doppelganger, the armor may look convincing,
but someone who touches it may notice that it feels
thin. his requires a successful Craft (armorsmithing)
check (DC 13). Synthetic armor does not hinder the
doppelganger’s motions in any way, and it does not
inflict an armor check penalty or a chance of arcane
spell failure. A doppelganger always receives its full
natural AC bonus; normally, this bonus comes from the
thickened muscles and bones that lie beneath the skin.
Doppelgangers can also create weapons and shields.
Such a weapon is an extension of the doppelganger’s
body; when it appears to be holding a sword, the hilt is
fused to its palm, and when the blade is returned to its
scabbard it merges with it. A doppelganger “holding a
weapon” cannot be disarmed, but cannot use that hand
The Mechanics of
Shapeshifting
A Doppelganger embodies the phrase “mind over matter.”
he intelligence of the creature is a field that suffuses its
flesh; when it concentrates on a desired form, its body
shifts to match its thoughts. For doppelgangers and
mimics, this is a standard action that does not provoke
an attack of opportunity.
his power has many limitations. Magically, it has
more in common with alter self than polymorph . A
doppelganger can adjust its muscle and bone structure
and even alter its mass, but its statistics do not change
and it does not gain any of the inherent abilities of
the creature it copies (with one exception: it can form
working gills when in the shape of an aquatic creature).
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