In their natural form, doppelgangers are tall and gaunt, with flesh as featureless and puffy as dough. But the doppelganger is a shapeshifter capable of assuming any human, demi-human or humanoid form. These creatures rarely hold any love for humanity, but some have been known to associate with adventuring parties for their own inscrutable purposes.
The prime requisites for a doppelganger are Intelligence and Charisma. A doppelganger character whose Intelligence or Charisma score is 13 or higher will receive a 5% bonus on earned experience. Doppelgangers whose Intelligence and Charisma scores are 13 or higher will receive a 10% bonus to earned experience.
RESTRICTIONS: Doppelgangers use eight-sided dice (d8) to determine their hit points. They may advance to a maximum of 4th level of experience. Doppelgangers may use any type of weapon. Their tough hides grant them a base AC of 5, but they may not wear armor or use shields. Doppelgangers must have a minimum score of 9 in Intelligence and Charisma.
SPECIAL ABILITIES: A doppelganger may assume the shape of any human or human-like creature from 4’ to 8’ tall. This power is otherwise the same as polymorph self, with an indefinite duration and usable once per day per level. The false shape includes clothing, armor and weapons. False armor provides no benefit to AC, but the doppelganger always has an AC of 5 or its new form’s natural AC, whichever is better. Melee weapons—swords, maces, staves, etc—formed from the doppelganger’s own flesh deal 1d6 damage at level 1; this increases to 1d8 at level 2, 1d10 at level 3, and 1d12 at level 4. Doppelgangers are immune to sleep and charm effects. All doppelgangers speak Common, Doppelganger and the alignment language or dialect of the character.
SAVING THROWS: As fighters.
ATTACK PROGRESSION: As fighters.
ADVANCEMENT: As per the elf advancement table.