“A race that has evolved from the mixing of doppelgangers and humans, granting them a limited ability to alter their forms.”
+2 Wis OR +2 Cha
Slippery Minds (Racial Power)
Once per battle, add the escalation die to your MD, the effect lasts until the beginning of your next turn. If the escalation die increases before this effect ends, your MD gets the bonus immediately.
Champion Feat: Once per battle you may reroll a save versus any of the following conditions: Helpless, Confused, Fear, Stunned, Dazed. You get to decide which die roll you want to use.
Shape Change (Racial Feat)
Adventurer feat: You have mastered your doppelganger heritage to the point where you can alter your appearance. As a daily power you may alter your appearance as though under the effect of a Disguise Self spell (pg. 151).
Champion feat: The effect functions as a 5th level spell.
Epic feat: The effect functions as a 7th level spell and you may use it twice daily.
Since 13th Age doesn’t have psionics this race is not included in this conversion.
“Shifters, sometimes called “the weretouched,” are descended from humans and natural lycanthropes, now nearly extinct on Khorvaire.”
+2 Str OR +2 Cha
Rather than try to represent all the Shifter variants, we’ll just go with three (similar to Elves)
At character creation, you select which type of shifter you want to play.
Beasthide Shifting (Racial Power)
Once per battle, the you may add the escalation die to your PD. The effect lasts until the beginning of your next turn. If the escalation die increases between the time you activate this power and your next turn, your PD also increases accordingly.
Champion Feat: You may now split the escalation die bonus between your PD and AC. You decide how you want to split the points at the time you activate the power.
Feral Shifting (Racial Power)
Once per battle make either a close-quarters feral bite or claw attack as a quick action using your highest ability score against one engaged enemy’s Physical Defense. On a hit the attack deals 1d6 physical damage per your level.
Champion Feat: If your feral attack hits with a natural even attack roll, you also deal ongoing damage to your target. The damage is equal to 5 times your level. A normal save (11+) ends the damage. Critical hits do not double this ongoing damage.
Longstride Shifting (Racial Power)
Similar to the Elven Grace racial power, except you are rolling to see if you get an extra move action on your turn. The die roll mechanics and champion feat are exactly the same.
Adventurer Feat: When your longstride power triggers, you may use your move actions to move along vertical surfaces. If you elect to remain on the vertical surface at the end of your move action, it must provide something for you to hang on to or else you risk taking falling damage. Additionally, as long as you are moving across a vertical surface, opponents cannot intercept you at any point unless they have some form of extended reach.
This one is easy, we use the Foregeborn from 13th Age page 72. We’ll go with the concept of warforged being constructs: they do not need to eat, drink, sleep, or breath. Enjoy!
With all the classes available in 13th Age, 13 True Ways and the other supplements, I don’t see much point in bothering with the Artificer class. I know it’s a staple of the Eberron setting but I can just as easily tell a player to use something from the 13th Age Deep Magic book.