Greater DoppelgangerPrerequisites:-All levels of
Doppelganger-Must have eaten the brain of a Medium-size or smaller Humanoid.
HD: d8
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | + 0 | +2 | +2 | Consume Identity, Adapt +1 |
2 | +2 | + 0 | +3 | +3 | Powerful Fist, Adapt +2 |
3 | +3 | + 1 | +3 | +3 | Polymorph Rend, Consume Exotic Identity, Adapt +3 |
4 | +4 | + 1 | +4 | +4 | Innocent Intentions, Double Fist, Adapt +4 |
5 | +5 | + 1 | +4 | +4 | Magic Item Use, Adapt +5 |
6 | +6 | + 2 | +5 | +5 | Quick Kill, Consume Exotic Identity, Adapt +6 |
7 | +7 | + 2 | +5 | +5 | Solitary Mind, Adapt +7 |
8 | +8 | + 2 | +6 | +6 | Snack Time, Adapt +8 |
9 | +9 | + 3 | +6 | +6 | Greater Weaver of Lies, Consume Exotic Identity, Adapt +9 |
Skills: 8+Int modifier per level. All skills are class skills for the Greater Doppelganger
Proficiencies: A greater doppelganger does not gain any proficiencies with weapons or armor. While wearing a consumed identity he gains that identity's proficiencies.
Features:Consume Identity: A Greater Doppelganger is the paranoid's ultimate nightmare - a monster who can eat your best friend's brain and then not only look like him, but talk like him, have all of his memories, and wield all of his abilities.
A Greater Doppelganger who eats the full brain of a Medium-size or smaller humanoid victim within 1 hour of its death absorbs its identity and stores it away for later use. The greater doppelganger may choose to assume that creature's form with its Copycat ability (rather than just a generic member of its species), and does so with 100% accuracy, possessing the victim's memories, abilities and personality, though the doppelganger still possesses its original alignment (this includes all Ex, Su, feats and natural abilities, but not ability scores, HP, base saves, the doppelganger can use either its own skill points or those of the victim, whichever's better at the time, it must rest to recover spells in the case of spellcasters and similar). Spells, items and effects keyed to the worn identity treat the doppelganger as if it were the original creature (eg. if the doppelganger assumed the identity of a creature who had been designated as an allowed user of a
phase door at casting time, it would be able to use the
phase door as if it were that creature). When making a Bluff or Disguise check to impersonate the creature the Greater Doppelganger's racial bonuses are doubled, though this does not stack with the bonus from reading minds. Using Copycat in this manner does not expend a daily use of the ability.
The Greater Doppelganger can have a maximum of 3 identities consumed at once, +1 per 6HD. If it would gain an identity in excess of this amount, it must "forget" an existing identity in order to learn the new one. It cannot consume the identity of a creature with more HD than its greater doppelganger levels.
If the Greater Doppelganger "wearing" one of its consumed identities commits an act that runs against the identity's nature, it must make a Will save (DC = 10 + half the identity's HD + the identity's highest ability score modifier) or be forced into its natural form and lose access to its Copycat ability for 1d10 rounds.
Greater Adapt: The doppelganger gains a bonus to his ability scores equal to his class level, which can be divided among his ability scores in any way he wishes, though if he applies bonuses from Adapt and Greater Adapt to the same stat then they do not stack. He may reassign the bonuses from both Adapt and Greater Adapt as a single swift action.
Powerful Fist: A Greater Doppelganger forced back into its original form is still an enemy worthy of respect. At 2nd level the Greater Doppelganger's slam attack gains a +1 enhancement bonus per 5 HD, and a bonus on attack and damage rolls equal to his Int modifier. The doppelganger may also choose to spend some or all of its slam's enhancement bonus on weapon enchantments from the table below. It can reassign these bonuses as a swift or move action.
Melee Bonus | Price |
Acidic BurstS | +1bonus |
Berserker | +1bonus |
Blessed | +1bonus |
Bloodfeeding | +1bonus |
Bloodstone | +1bonus |
Brash | +1bonus |
Chargebreaker | +1bonus |
Charging | +1bonus |
Corrosive | +1bonus |
Deadly Precision | +1bonus |
Defending | +1bonus |
Dessicating | +1bonus |
Dessicating BurstS | +1bonus |
Divinewrath | +1bonus |
Eager | +1bonus |
Flaming | +1bonus |
Frost | +1bonus |
Ghost StrikeS | +1bonus |
Ghost Touch | +1bonus |
Harmonizing | +1bonus |
Heavenly Burst | +1bonus |
Holy SurgeS | +1bonus |
Hunting | +1bonus |
Impact | +1bonus |
Incorporeal BindingS | +1bonus |
Keen | +1bonus |
Ki Focus | +1bonus |
Magebane | +1bonus |
Maiming | +1bonus |
Merciful | +1bonus |
Mighty Cleaving | +1bonus |
Mighty Smiting | +1bonus |
Mindfeeder | +1bonus |
Morphing | +1bonus |
Power StoringS | +1bonus |
Profane | +1bonus |
Profane Burst | +1bonus |
Psychokinetic | +1bonus |
Psychokinetic BurstS | +1bonus |
Resounding | +1bonus |
Revealing | +1bonus |
Sacred | +1bonus |
Sacred BurstS | +1bonus |
Screaming | +1bonus |
Screaming Burst | +1bonus |
ShattermantleS | +1bonus |
Shielding | +1bonus |
Shock | +1bonus |
Soulbound | +1bonus |
SoulbreakerS | +1bonus |
SouldrinkingS | +1bonus |
Spell StoringS | +1bonus |
Spellstrike | +1bonus |
StunningS | +1bonus |
Stunning Surge | +1bonus |
Sundering | +1bonus |
Sweeping | +1bonus |
Throwing | +1bonus |
Thundering | +1bonus |
Unholy SurgeS | +1bonus |
Vicious | +1bonus |
Warning | +1bonus |
Weakening | +1bonus |
Anarchic | +2bonus |
Aquan | +2bonus |
Auran | +2bonus |
Axiomatic | +2bonus |
Collision | +2bonus |
Consumptive | +2bonus |
Disarming | +2bonus |
Disruption | +2bonus |
Domineering | +2bonus |
Doom Burst | +2bonus |
Energy Aura | +2bonus |
Enervating | +2bonus |
Flaming Burst | +2bonus |
Fleshgrinding | +2bonus |
Holy | +2bonus |
Icy Burst | +2bonus |
Ignan | +2bonus |
Impedance | +2bonus |
Metalline | +2bonus |
Mind Crusher | +2bonus |
Paralytic Burst | +2bonus |
Parrying | +2bonus |
Psibane | +2bonus |
Psychic | +2bonus |
Shocking Burst | +2bonus |
Soulbound, Greater | +2bonus |
Terran | +2bonus |
Transmuting | +2bonus |
Unholy | +2bonus |
Vampiric | +2bonus |
Wounding | +2bonus |
Bodyfeeder | +3bonus |
Curse Spewing | +3bonus |
Ethereal Reaver | +3bonus |
Implacable | +3bonus |
Necrotic Focus | +3bonus |
Speed | +3bonus |
Brilliant Energy | +4bonus |
Polymorph Rend: Greater Doppelganger are masters of form, and they don't like competition. At 3rd level the Greater Doppelganger is automatically aware if any creature inside its natural reach is in a form other than its own. As a melee touch attack you may inflict 1d6 damage to such a creature as you turn their fake form against them, +1d6 damage per 2 HD you possess. In addition, the subject must make a Fort save (DC = 10 + half your HD + your Int modifier) or be forced back into its original form; creatures with the shapechanger subtype gain a +4 bonus on saving throws against this effect.
Consume Exotic Identity: At 3rd, 6th and 9th levels pick one of the following types: Aberration, Animal, Giant, Magical Beast, Monstrous Humanoid or Outsider. You can now use Consume Identity on such targets as if they were Humanoids. In addition, you may now consume the identities of creatures of Large size or smaller.
Innocent Intentions: At 4th level the Greater Doppelganger is automatically aware of, and immune to, attempts to magically discern its alignment, though this does not provide it with knowledge of the effect's source. While wearing a consumed identity, it may choose to radiate the identity's alignment instead of blocking the effect.
Double Fist: At 4th level the Greater Doppelganger gains a second slam attack, which also benefits from Powerful Fist. Enchantments applied to its slam attack apply to both slam attacks.
Magic Item Use: At 5th level, when a Greater Doppelganger assumes a different form, its magic items continue to function even while melded into its body, though they continue to take up body slots. Any magic auras those items would normally have are concealed while melded into the Greater Doppelganger. It may choose to meld items into its body even if its new form is capable of wearing them normally. The Greater Doppelganger cannot "remove" melded items without returning to its natural form, though it may still wear items over them (which suppresses the melded item's effects, as normal for wearing two magic items in the same slot). A Greater Doppelganger is always capable of fine manipulation, even if its current form has no suitable limbs.
Quick Kill: At 6th level the Greater Doppelganger can perform a coup de grace as a standard action. If this slays the target, the Greater Doppelganger can choose to create one of the following effects:
- For 1 hour, the victim remains appears to be alive (in a posture of your choice) when viewed from more than 5ft away. A successful Spot check opposed by your Disguise check uncovers the ruse.
- The victim appears to have been killed by a specific method. A successful Heal check opposed by your Disguise check uncovers the ruse.
Solitary Mind: At 7th level the Greater Doppelganger becomes immune to mind-affecting effects, as well as any divination effects to reveal its true identity (such divinations always portray the Greater Doppelganger as what it appears to be); this does not affect
true seeing and similar effects which do not target the doppelganger directly.
Snack Time: At 8th level, after a successful coup de grace the Greater Doppelganger can eat the victim's brain as a free action. In addition, it may choose to ruin the body in such a way it cannot be raised, animated and/or used for divination effects like
speak with dead. This ability may be combined with Quick Kill.
Greater Weaver of Lies: At 9th level the Greater Doppelganger's Consume Identity can affect victims of maximum HD equal to its own HD -3. While wearing a consumed identity, its diguise cannot be pierced by
true seeing and similar effects. Finally, it may use its Copycat ability as a swift or move action rather than a standard action.
CommentsIt is a most finely honed tradition in rpgs to make GREATER versions of monsters, and the doppelganger is no exception.
The greater doppelganger aparently took some lessons from the mindflayers and started noming brains to better copy other options. Now yes, geting abilities is pretty powerful, but luckily the greater doppelganger came with several built-in limitations. Just humanoids (which is expanded with the exotic consume), just three or you risk randomly losing old ones and if you try to do something they wouldn't then you temporaly lose the juicy bonus.
Powerful fist and double fist because they do have dual slam attacks and the fluff states they aparently love a good brawl when things go wrong. The rest of the abilities focus mostly on supporting your infiltration role and collecting new forms. As the capstone not even pesky true seeing can see your true form now!
Next in line, the more diplomatic ethereal doppelganger.
So if you want to play a double walker that loves a good brain, the greater doppelganger's for you!