Mysterious and solitary, this offshoot of the doppelganger race is little more than an enigma to most of the Dragon Empire. Doppels have no homeworld to speak of - indeed, they have no cities, tribes, or organizations either. They are typically loners and mercenaries, selling their services to the highest bidder. Known for their calculating nature and the ability to stay eerily calm in even the most dangerous of situations, their very name sends a chill down the spines of the average Empire citizen. As far as most in the Empire are concerned, a doppel is an ominous threat able to change its face at will. Typically, a doppel adopts an assumed identity when settling on a new rold. The identity is chosen to blend in easily - if living on a predominantly elven world, that identity would be that of an elf. This is the identity the doppel presents to the outside world. They rarely, if ever, present their true appearance to anyone except those they absolutely trust. Doppels lack a unique culture, and as such, have never developed any customs or history of note. Instead, they are contect to adopt the ways of those they observe, adding new dimensions and little touches to their non-doppel identities with the information so gained. Because their natural abilities lend themselves perfectly towards the art of deception, most doppels are involved with the criminal element in one form or another. Many are swindlers and thieves, using their abilities to assume the identity of others in elaborate con games. Others are spies and law enforcement agents, using their shapeshifting abilities to infiltrate criminal organizations with ease. Regardless of their motivations, however, doppels rarely take pleasure in the end result of their activities, whether stealing priceless gems from the Empire or exposing a traitorous legion to the authorities. Rather, they find pleasure in the act of deception itself - the goal of their deception is merely a formality. Doppels are incredibly interested in technology, though not necessarily adpet with it. This is because they realize that technology can be used to enhance their ability to change identities. Any sort of device that provides access to identity databases or that can enhance a disguise is instantly a valuable commodity to a doppel. For this reason, doppels constantly seek to establish friendships or alliances with hackers and other rogue programming geniuses - an individual who can create a new identity with a simple keystroke is a doppel's fondest dream. Normally, doppels have very little regard for money or material goods. They do hoard information, however, and will pay large amounts of money to acquire even the tiniest scraps of information. Most doppels believe that pure information is far more valuable that any other sort of commodity in the Dragon Empire. Personality: Doppels tend to be reserved individuals, rarely initiating conversation or conflict, preferring instead to react to the actions and behaviors of others. They also prefer to remain forgetful to casual observers, so they try not to exhibit any memorable behaviors or speech patterns. Doppels are born liars. Changing appearances and identities invariably lead to changing stories, and doppels are masters at telling blatant lies with a perfectly straight face. They have a remarkable memory for keeping track of what lies they've told to whom, and for blending stories they've read or heard into the background of their assumed identities in order to make those identities more believable. Empire psychologists have noted that the doppels' penchant for lying is somewhat pathological in nature - even when given an opportunity to simply speak the truth, doppels can rarely do so without some form of embellishment. Though doppels are generally passive observers, they are fierce fighters when actually forced into combat. In particular, they often choose to initiate combat if they believe an identity of theirs is about to be unnecessarily exposed - doppels are extremely protective of what they choose to reveal to others, and someone who exposes a doppel without permission will certainly be marked for retribution. Physical Description: In their natural form, doppels are slender humanoids generally no taller than six feet in height. Despite their slim and often frail-looking appearance, though, tehy are very hardy individuals. Doppels possess pale, oily skin that is rough to the touch. Doppels have long, drawn faces, whitish eyes that lack pupils, and small, expressionless mouths. While they can move quickly if they have to, doppels typically move with a slow, deliberate purpose. In their assumed forms, a doppel can be just about any humanoid form, ranging anywhere from four to eight feet in height and anywhere from half to double their body mass. They can also easily take the appearance of a humanoid of the opposite sex. While doppels can assume virtually a limitless number of humanoid forms, they usually have one or two favorite forms that they use when interacting with non-doppels. These forms also tend to have well-crafted identities and backgrounds that are constnatly developed by the shapeshifters. Doppels tend to possess an immense variety of clothing, all tailored for the various forms that they assume most frequesntly. However, the style of clothing chosen by the shapeshifters is normally quite bland, and tailored towards letting a doppel blend into a crowd. Doppels prefer to avoid clothing and possessions that may be memorable to observers. Relations: The races of the Dragon Empire almost universally fear and despise doppels. Most creatures know little about the shapeshifters, but believe that they can change their appearance at will and are often involved in sinister activities. This general concern regarding doppels led to the Doppel Registration Decree in some regions - a law requiring that all doppels register their residence and identities with the Imperial Special Police Directorate. Doppels convicted of fraud or any other sort of deceptive crime also face more svere sentences in these parts of the Imperial justice system. However, this decree, while meant to control fears and possible threats involving doppels, has instead caused doppel resentment towards the Empire for infringing on their anonymity. It has also increased fear of the shapeshifting doppels, as many believe that the ISPD is gathering their personal information not to monitor the doppels, but to recruit them. Regardless of an individual doppel's real personality or intentions, the average Empire citizen's initial reaction to any doppel is likely to be mistrustful. Doppels deal bes twith humanity and with the drow. Humans, while not entirely trusting of the doppels' motives, are usually open-minded enough to believe that not all doppels are face-changing, shadowy assassins. Drow, on the other hand, deal with doppels wheneer possible precisely because they hope that the doppels are the elusive killers of Empire legend. The other races of the Dragon Empire typically try to have as little involvement as possible with doppels. Dwarves, in particular, loathe the shapeshifters with a passion, and will go out of their way to expose or destroy any creature they suspect of being a doppel - the deceptive nature of the doppel is in complete opposition to the dwarves' blunt and direct approach to others. Doppels normally try to avoid contant with dwarves whenever possible, and tend not to utilize dwarves forms or identities unless absolutely necessary. Alignment: The calm, detached nature of doppels tends to lead them towards neutral alignments. Though doppels certainly may lean towards either predominatnly good or evil behavior, they are not usually disciplined enough to be of lawful alignment, nor disorganized enough to be chaotic. Doppel Lands: Doppels have no lands of their own. They are cultural chameleons that live among other races. Religon: Most doppels who choose to follow a religon are Dualists. However, they see the Creator and the Adversary as a single entity with changing faces - much like themselves. Doppels have little interest in the Unification Church. Language: Doppels speak Common and Draconic fluently. They are quite adept at learning other languages as well, and typically learn whatever languages they believe that their other identities would need to know. Names: Doppels change their name the way other races change clothing. To a doppel, having a name isn't important - it's just a label for others to use. Adventurers: The fiercely independent ways of doppels lead most members of this shapeshifting race to some form of adventuring lifestyle. It's quite rare to find a doppel that is not an adventurer. Doppel Racial Traits * +2 Wisdom, +2 Charisma, -2 Strength: Doppels are extremely cunning and charismatic, but lack the muscles of other races. * Medium-size: As Medium-size creatures, doppels have no special bonuses or penalties due to their size. * Doppel base speed is 30 feet. * Shapechanger traits: As shapechangers, doppels have darkvision up to 60 feet. In addition, they are immune to spells that target humanoids, such as charm person and hold person. * +4 racial bonus to saves against all sleep and charm effects. * Shapeshifting (su): Doppels can cast alter self a number of times equal to three plus the doppel's Cha modifier. The doppel casts this spell as a 12th-level sorceror and can remain in the chosen form indefinitely, even while unconcious or asleep, although a doppel reverts to its natural form if killed. The alter self ability is used to transform the doppel into a humanoid of either Small or Medium-size. * +2 racial bonus to all Bluff and Disguise checks. When used in conjunction with alter self, doppels receive an additional +10 circumstance bonus to Disguise checks only. * Automatic Languages: Common and Draconic. Bonus Languages: Dwarven, Elven, and Orc. * Favored Class: Rogue. A multiclass doppel's rogue class does not count when determining whether or not there is an XP penalty for multiclassing (see PHB, Chapter 3, Experience for Multiclass Characters). The deceptive nature of a doppel's existence makes the class of rogue a natural fit for them. * Level Equivalent: +0 Doppel Racial Feats Improved Shapeshifting You have improved your ability to change shape through practice. Prerequisites: Doppel only. Benefit: You may use your shapeshifting racial ability an additional three times per day. Special: This feat may be taken multiple times. Mental Chameleon You have inherited some of your doppelganger ancestor's ability to read the thoughts of others. Prerequisites: Doppel only. Benefit: You can cast detect thoughts three times per day. You cast this ability as a sorceror of your level. This is a supernatural ability. When using this ability, you recieve an additional +4 circumstance bonus to both Disguise and Bluff checks. Special: This feat may be taken multiple times. Each time you take it, it grants you three additional castings of detect thoughts per day.