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Fax Celestis
2009-02-21, 04:09 PM
Blue Eye [Founding, Human, Blue Eye Bloodline]
Prerequisites: Human, no other Founding feats

You have a natural predisposition towards larceny and mechanics. Your eyes are a deep, captivating blue.
Benefit: You may cast mending as a spell-like ability once per day per Blue Eye Bloodline feat you possess (caster level equal to twice the number of Blue Eye Bloodline feats you possess). You also gain a +1 bloodline bonus on Open Lock and Sleight of Hand checks per three levels.

Cloud Giant Apotheosis [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Cloud Giant Heritage, Cloud Giant Legacy
Benefit: You gain the Air subtype. You may spend a reserve charge to cast fly as a spell-like ability with a caster level equal to your character level.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Cloud Giant Heritage [Half-Giant, Founding, Bloodline]
Prerequisites: Constitution 15+, Half-Giant with no other Founding feats
Benefit: You may spend a reserve charge to cast obscuring mist as a spell-like ability with a caster level equal to your character level.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Cloud Giant Legacy [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Cloud Giant Heritage
Benefit: You may spend a reserve charge to cast levitate or fog cloud as a spell-like ability with a caster level equal to your character level.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Commanding Voice [Satyr]
Prerequisites: Charisma 15+, Satyr
Benefit: You may spend a magic charge to cast command as a spell-like ability with a caster level equal to your character level.

You gain one magic charge per day.
Normal: You may only spend your magic charges to cast charm animal, charm person, or prestidigitation.

Deadshot Augury [Human, Red Eye Bloodline]
Prerequisites: Red Eye, Human

You can see where your foe is weakest.
Benefit: You gain a bloodline bonus on attack rolls equal to the number of your Red Eye Bloodline feats when making a precision-based attack. You gain +1d6 sneak attack versus the target of your Red Eye feat. Also, your Red Eye ability takes one less round to activate. If your Red Eye ability takes less than one round to activate, you may activate it as a swift action.

Disappearing Act [Gnome]
Prerequisites: Intelligence 15+, Ghost Voices, Gnome
Benefit: You may spend a magic charge to cast invisibility or silence as a spell-like ability with a caster level equal to your character level.

You gain one magic charge per day.
Normal: You may only spend your magic charges to cast dancing lights, ghost sound, prestidigitation, or speak with animals.

Electrospark Acclimation [Human, Blue Eye Bloodline]
Prerequisites: Blue Eye, 6th level, Human, at least one other Blue Eye Bloodline feat

You are resistant to electrical forces and can channel it into your attacks.
Benefit: You gain electrical resistance equal to five times the number of Blue Eye Bloodline feats you possess. Also, whenever you successfully resist damage using the electrical resistance provided by this feat, you add the amount to a floating pool. At any time you may remove points from the pool to electrically charge your next melee attack, adding one point of electrical damage per two points you remove from the pool. Charges in the pool maintain for 24 hours since the last time you added to it, and you cannot maintain more than twice the resistance provided by this feat.

Elevated Fortunes [Human, Green Eye Bloodline]
Prerequisites: Green Eye, 6th level, Human, at least one other Green Eye Bloodline feat

Lady Luck's smile graces your life.
Benefit: You gain one extra luck reroll per day (as described in your Green Eye feat) for each two Green Eye Bloodline feats you possess.

Enthralling Voice [Satyr]
Prerequisites: Charisma 15+, Commanding Voice, Satyr
Benefit: You may spend a magic charge to cast enthrall as a spell-like ability with a caster level equal to your character level.

You gain one magic charge per day.
Normal: You may only spend your magic charges to cast charm animal, charm person, or prestidigitation.

Eye Gouge [Goblin]
Prerequisites: Dexterity 15+, Hamstring, Goblin
Benefit: When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be blinded for 1d3 rounds.

You deal +1d4 Sneaky Tricks damage.
Normal: You deal 1d4 Sneaky Tricks damage.

Fire Giant Apotheosis [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Fire Giant Heritage, Fire Giant Legacy
Benefit: You gain the Fire subtype. You may spend a reserve charge to cast fireball as a spell-like ability with a caster level equal to your character level.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Fire Giant Heritage [Half-Giant, Founding, Bloodline]
Prerequisites: Constitution 15+, Half-Giant with no other Founding feats
Benefit: You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 fire damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the fire damage provided by that feat.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Fire Giant Legacy [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Fire Giant Heritage
Benefit: You may spend a reserve charge to cast burning hands or produce flame as a spell-like ability with a caster level equal to your character level.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Frost Giant Apotheosis [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Frost Giant Heritage, Frost Giant Legacy
Benefit: You gain the Cold subtype. You may spend a reserve charge to cast sleet storm as a spell-like ability with a caster level equal to your character level.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Frost Giant Heritage [Half-Giant, Founding, Bloodline]
Prerequisites: Constitution 15+, Half-Giant with no other Founding feats
Benefit: You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 cold damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the cold damage provided by that feat.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Frost Giant Legacy [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Frost Giant Heritage
Benefit: You may spend a reserve charge to cast chill metal as a spell-like ability with a caster level equal to your character level.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Gambler's Chance [Human, Green Eye Bloodline]
Prerequisites: Green Eye, Human

Sometimes, you're lucky. Sometimes, you're not.
Benefit: As the start of any combat encounter, you gain 1d20-10 temporary hit points, as well as a 1d4-2 bloodline bonus to your saving throws and armor class. Should you gain negative temporary hit points, they instead count as a penalty to your maximum HP until the combat ends, to a minimum HP of one hit point per hit die. You also gain one luck reroll per day.

Ghost Voices [Gnome]
Prerequisites: Intelligence 15+, Gnome
Benefit: You may spend a magic charge to cast magic mouth or ventriloquism as a spell-like ability with a caster level equal to your character level.

You gain one magic charge per day.
Normal: You may only spend your magic charges to cast dancing lights, ghost sound, prestidigitation, or speak with animals.

Giant Slam [Half-Giant]
Prerequisites: Strength 19+, Half-Giant
Benefit: You gain a slam attack that deals 1d8 points of damage plus your Strength modifier. This is a natural attack. If you have a Founding feat, this slam also has additional effects:

Cloud Giant Heritage: The slam attack also initiates a bull rush. A bull rush initiated in this fashion does not provoke an attack of opportunity, and the half-giant does not need to move with his target.
Fire Giant Heritage: The slam attack also deals 1d6 fire damage.
Frost Giant Heritage: The slam attack also deals 1d6 cold damage.
Hill Giant Heritage: The slam attack instead deals 1d12 damage.
Stone Giant Heritage: The slam attack also has a chance to knock the target over. The target must make a Reflex save (10 + 1/2 your class level + your Strength modifier) or fall prone.
Storm Giant Heritage: The slam attack also deals 1d6 electrical damage.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Green Eye [Founding, Human, Green Eye Bloodline]
Prerequisites: Human, no other Founding feats

You have a gift for wealth, and Lady Luck favors you. You have startling green eyes--some say they're the color of money.
Benefit: You gain a bloodline bonus on Appraise checks equal to one-half your level. You also gain a luck reroll per day: you may activate this ability at any time to reroll a d20 you have just rolled, but it must be before you know the result.

Hamstring [Goblin]
Prerequisites: Dexterity 15+, Goblin
Benefit: When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or suffer a -10' penalty to all their modes of movement until they either receive magical healing or receive a Heal check that surpasses the same DC.

You deal +1d4 Sneaky Tricks damage.
Normal: You deal 1d4 Sneaky Tricks damage.

Healer's Vision [Human, Red Eye Bloodline]
Prerequisites: Red Eye, 6th level, Human, at least one other Red Eye Bloodline feat

You have refined your natural ability to perceive the health of others.
Benefit: You gain a bloodline bonus on Heal checks equal to half your level. You also automatically treat spells of the Healing subschool as if they were empowered (see the Empower Spell metamagic feat) if you cast them on the target of your Red Eye feat.

Hill Giant Apotheosis [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Hill Giant Heritage, Hill Giant Legacy
Benefit: You may spend a reserve charge as a swift action to gain +5 natural armor for a number of rounds equal to 3 + your Constitution modifier.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Hill Giant Heritage [Half-Giant, Founding, Bloodline]
Prerequisites: Constitution 15+, Half-Giant with no other Founding feats
Benefit: You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 bludgeoning damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the damage provided by that feat.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Hill Giant Legacy [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Hill Giant Heritage
Benefit: You may spend a reserve charge as an immediate action to initiate a bull-rush against a foe you have just struck. You do not provoke an attack of opportunity for initiating a bull-rush in this fashion, and you do not need to move with your target.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Illusory Assassin [Gnome]
Prerequisites: Intelligence 17+, Ghost Voices, Disappearing Act, Gnome
Benefit: You may spend a magic charge to cast phantasmal killer as a spell-like ability with a caster level equal to your character level.

You gain one magic charge per day.
Normal: You may only spend your magic charges to cast dancing lights, ghost sound, prestidigitation, or speak with animals.

Liar's Dice [Human, Green Eye Bloodline]
Prerequisites: Green Eye, Human

Your luck sometimes manifests in strange ways.
Benefit: When rolling a percentage roll (such as for a miss chance) or when rolling on a table to determine an effect, roll an additional d4. You may add or subtract the amount shown on the d4 from your roll. You also gain one luck reroll per day.

Luck of the Draw [Human, Green Eye Bloodline]
Prerequisites: Green Eye, 12th level, Human, at least two other Green Eye Bloodline feats

Your lucrative luck occasionally reveals an item for what it truly is.
Benefit: Items whose powers are measured in pluses (such as weapons and armor) that you acquire after this feat have a 1% chance (+1% per Green Eye Bloodline feat you possess) to have an additional, random +1 upgrade.

Machinoscopic Exhumation [Human, Blue Eye Bloodline]
Prerequisites: Blue Eye, Human

You can repair--or break--almost anything.
Benefit: You gain a bloodline bonus on sunder attempts, and on damage rolls versus objects and Constructs equal to the number of Blue Eye Bloodline feats you possess. You also gain double that number as a bloodline bonus to Craft checks made to repair an item.

Masterful Auranalysis [Human, Red Eye Bloodline]
Prerequisites: Red Eye, Human

You get a general perception of your foe at a glance.
Benefit: You can detect the CR of the target of your Red Eye feat. You gain +1d6 sneak attack versus the target of your Red Eye feat. Also, your Red Eye ability takes one less round to activate. If your Red Eye ability takes less than one round to activate, you may activate it as a swift action.

Mechanical Cognition [Human, Blue Eye Bloodline]
Prerequisites: Blue Eye, Human

You are able to analyze and resist mechanizations with ease.
Benefit: You gain a +1 insight bonus to AC and to saves versus traps and constructs per Blue Eye Bloodline feat you possess. You also gain a +1 bloodline bonus to Disable Device checks per Blue Eye Bloodline feat you possess.

Red Eye [Human, Founding, Red Eye Bloodline]
Prerequisites: Human, no other Founding feats

You can tell a creature's state of health by sight. You have startling crimson eyes--the color of blood, nearly.
Benefit: You may cast status as a spell-like ability, at will, usable on any target and with a casting time of three rounds. Your caster level is equal to twice the number of Red Eye Bloodline feats you possess. A Will save negates the attempt, but does not prevent further attempts.

Right Tool For The Job [Human, Blue Eye Bloodline]
Prerequisites: Blue Eye, 12th level, Human, at least two other Blue Eye Bloodline feats

You always seem to have the right tool for the job, regardless of the task.
Benefit: You may cast minor creation as a spell-like ability at will, with a caster level equal to twice the number of Blue Eye Bloodline feats you possess. You may only create tools in this fashion, and if they leave your possession, they disappear into nothingness. You also gain a +1 bloodline bonus to any Craft skill you are trained in for each two Blue Eye Bloodline feats you possess.

Sight Beyond Sight [Human, White Eye Bloodline]
Prerequisites: White Eye, 12th level, Human, at least two other White Eye Bloodline feats

You perception lets you see beyond reality itself...and prepare against others.
Benefit: You receive a bloodline bonus to saves versus Divinations equal to the number of White Eye Bloodline feats you possess. You also can cast true seeing once per day per three bloodline feats you possess as a spell-like ability (caster level equal to twice the number of White Eye Bloodline feats you possess).

Slantway Perception [Human, White Eye Bloodline]
Prerequisites: White Eye, 6th level, Human at least one other White Eye Bloodline feat

You can see into the "slantway" which allows you to see what others cannot.
Benefit: You are treated as if you are constantly under the effects of a see invisibiilty spell (caster level equal to twice the number of White Eye Bloodline feats you possess). You also gain a bloodline bonus to Will saves versus illusions equal to the number of White Eye Bloodline feats you possess.

Stone Giant Apotheosis [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Stone Giant Heritage, Stone Giant Legacy
Benefit: You gain the Earth subtype. You may spend a reserve charge to cast meld into stone as a spell-like ability with a caster level equal to your character level.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Stone Giant Heritage [Half-Giant, Founding, Bloodline]
Prerequisites: Constitution 15+, Half-Giant with no other Founding feats
Benefit: You may spend a reserve charge as a swift action to gain DR 1/- for a number of rounds equal to 3 + your Constitution modifier. This damage reduction improves by 1 for each 4 hit dice you possess.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Stone Giant Legacy [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Stone Giant Heritage
Benefit: You may spend a reserve charge to cast soften earth and stone as a spell-like ability with a caster level equal to your character level.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Storm Giant Apotheosis [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Storm Giant Heritage, Storm Giant Legacy
Benefit: You gain the Electricity subtype. You may spend a reserve charge to cast lightning bolt as a spell-like ability with a caster level equal to your character level.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Storm Giant Heritage [Half-Giant, Founding, Bloodline]
Prerequisites: Constitution 15+, Half-Giant with no other Founding feats
Benefit: You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 electrical damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the cold damage provided by that feat.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Storm Giant Legacy [Half-Giant, Bloodline]
Prerequisites: Constitution 15+, Half-Giant, Storm Giant Heritage
Benefit: You may spend a reserve charge to cast shocking grasp as a spell-like ability with a caster level equal to your character level.

You gain one reserve charge per day.
Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Suborned Lifesight [Human, Red Eye Bloodline]
Prerequisites: Red Eye, 6th level, Human, at least one other Red Eye Bloodline feat

Your perceptive abilities help your attacks strike home.
Benefit: You gain +1d6 sneak attack versus the target of your Red Eye feat. You also gain a bloodline bonus to damage on precision-based attacks equal to the number of Red Eye Bloodline feats you possess. Also, your Red Eye ability takes one less round to activate. If your Red Eye ability takes less than one round to activate, you may activate it as a swift action.

Suggestive Demeanor [Satyr]
Prerequisites: Charisma 17+, Commanding Voice, Enthralling Voice, Satyr
Benefit: You may spend a magic charge to cast charm monster or suggestion as a spell-like ability with a caster level equal to your character level.

You gain one magic charge per day.
Normal: You may only spend your magic charges to cast charm animal, charm person, or prestidigitation.

Survivalist's Eye [Human, White Eye Bloodline]
Prerequisites: White Eye, Human

You are capable of finding what you need to survive in a pinch.
Benefit: You receive a bloodline bonus on Survival checks equal to the number of White Eye Bloodline feats you possess. You also receive an equal bloodline bonus to Fortitude saves versus environmental and endurance hazards.

Vicious Tricks [Goblin]
Prerequisites: Strength 15+, Goblin
Benefit: Your Sneaky Tricks ability deals damage in d6s instead of d4s.

You deal +1d6 Sneaky Tricks damage.
Normal: You deal 1d4 Sneaky Tricks damage, and your Sneaky Tricks ability uses d4s.

Vision of Heart [Human, White Eye Bloodline]
Prerequisites: White Eye, Human

You can tell when people are lying by perceiving their aura.
Benefit: You receive a bloodline bonus on Sense Motive checks for non-combat uses equal to the number of White Eye Bloodline feats you possess. You also gain a similar bonus on checks made to resist a feint. You also may cast detect alignment as a spell-like ability at will (caster level equal to twice the number of White Eye Bloodline feats you possess)

White Eye [Founding, Human, White Eye Bloodline]
Prerequisites: Human, no other Founding feats

You have an extraordinary sense of perception. You possess vividly white eyes--some people liken them to that of fresh snow.
Benefit: You gain a +1 bloodline bonus to Search and Awareness for every three levels you possess.

MammonAzrael
2009-02-21, 06:04 PM
That is a lot of feats. :smalleek:

First, do you cover what Founding is anywhere? I'm assuming that it means the feat can only be taken at 1st level? And what does the Bloodline type do/mean?

Why can't humans have brown eyes? :smalltongue: And I don't think Green eyes would be the color of money in D&D...though gold or silver might.

On that note though, it seems strange that none of the Human feats use or add to the Improvisation points a human gets, especially since all the other racial feats do. I don't like that only the Human feats get more powerful with the number of related feats a character has, instead of scaling with character level like all the others. They feel completely divorced from all the other feats.

The progressive Cloud Giant feats make the ones before it obsolete, which isn't good. Why would you cast levitate when you could cast fly or cast Obscuring Mist when you can cast Fog Cloud? I think they need to offer distinct different abilities, so they don't feel like wasted feats at higher levels. It is also weird the the prerequisites include such a high Constitution, considering they get no bonus to that stat (and that goes for all the half-giant feats).

Why does Giant Slam give an additional Reserve charge? It doesn't use any.

The Gnome, Goblin, and Satyr feats all seem solid. I especially like the Goblin feats.

Fax Celestis
2009-02-21, 06:11 PM
First, do you cover what Founding is anywhere? I'm assuming that it means the feat can only be taken at 1st level? And what does the Bloodline type do/mean?Founding feats are a mechanic on ensuring you only have one bloodline. You can take a founding feat whenever, but they all require you don't have another founding feat.


Why can't humans have brown eyes? :smalltongue: And I don't think Green eyes would be the color of money in D&D...though gold or silver might.I went with green for luck, not money. But yeah, that's true. I didn't make a brown eye bloodline, but I might.


On that note though, it seems strange that none of the Human feats use or add to the Improvisation points a human gets, especially since all the other racial feats do. I don't like that only the Human feats get more powerful with the number of related feats a character has, instead of scaling with character level like all the others. They feel completely divorced from all the other feats. Humans Are Different™. Also, I made those before I made the charge mechanic. I may change that.


The progressive Cloud Giant feats make the ones before it obsolete, which isn't good. Why would you cast levitate when you could cast fly or cast Obscuring Mist when you can cast Fog Cloud? I think they need to offer distinct different abilities, so they don't feel like wasted feats at higher levels. It is also weird the the prerequisites include such a high Constitution, considering they get no bonus to that stat (and that goes for all the half-giant feats).That's a good point. I went with Con for the simple reason that it made sense (and the Half-Giant Paragon class will have +Con in it).


Why does Giant Slam give an additional Reserve charge? It doesn't use any.All the racial feats give extra charges.

MammonAzrael
2009-02-21, 06:33 PM
Founding feats are a mechanic on ensuring you only have one bloodline. You can take a founding feat whenever, but they all require you don't have another founding feat.

K


I went with green for luck, not money. But yeah, that's true. I didn't make a brown eye bloodline, but I might.

I suppose you could wind up with quite a large number of eye colors, if you wanted to. Though I do think making a Brown one would be good, since it's such a common real-world color. And the money reference with Green with from the flavor text you have for the Green Eye feat.


Humans Are Different™. Also, I made those before I made the charge mechanic. I may change that.

I would. The "Humans Are Different™" idea never really stuck with me. What makes them different? Because they're the only non-fantasy race? :smallconfused: Personally I think they would benefit from following the same conventions as all the other racial feats. At least in-so-far that they scale according to level, not the number of related feats you have. That way taking only one or two of them is much more viable.


That's a good point. I went with Con for the simple reason that it made sense (and the Half-Giant Paragon class will have +Con in it).

Con does make sense. I just think it needs to be reflected in the race. Maybe change the +4 Str to +2 Str/Con. They still have Powerful Build and Born of Giants to represent their superior strength, and it makes them less of a min/max-er race.


All the racial feats give extra charges.

OK, as long as there was a reason. :smallsmile: Although, Human racial feats don't give extra charges. :smallwink:

Fax Celestis
2009-02-21, 06:40 PM
I would. The "Humans Are Different™" idea never really stuck with me. What makes them different? Because they're the only non-fantasy race? :smallconfused: Personally I think they would benefit from following the same conventions as all the other racial feats. At least in-so-far that they scale according to level, not the number of related feats you have. That way taking only one or two of them is much more viable.

Well, the other problem you run into is that human bards end up with a large pool of Improvisation, and taking the human bloodline feats would make them intrinsically more powerful since you can use them more frequently.

MammonAzrael
2009-02-21, 06:51 PM
Well, the other problem you run into is that human bards end up with a large pool of Improvisation, and taking the human bloodline feats would make them intrinsically more powerful since you can use them more frequently.

True. I think my main problem with them is that they scale in power according to how many feats of that bloodline you have, instead of your level. That really makes them feel like an all or nothing deal, which also deprives you of other feat options. If they all scaled by level I think I'd be perfectly happy with them. One of the things you've been doing is making all the one-time choices like feats scale in power according to your level, and I don't think these feats should be any different.

The fact that they don't add to the Improvisation pool is just fine. Though it would give Humans a psuedo Favored Class if they did. :smalltongue:

Oh, and it looks like the Human feats are the only ones to offer a "bloodline bonus." Wouldn't it be simpler to make them grant a racial bonus instead? After all, that is what the bonus is from, their race.

Fax Celestis
2009-02-21, 06:57 PM
True. I think my main problem with them is that they scale in power according to how many feats of that bloodline you have, instead of your level. That really makes them feel like an all or nothing deal, which also deprives you of other feat options. If they all scaled by level I think I'd be perfectly happy with them. One of the things you've been doing is making all the one-time choices like feats scale in power according to your level, and I don't think these feats should be any different. Well, I based them off of the draconic heritage feats from Dragon Magic (the concept, anyway), and that was the mechanic that stuck with them. It's as decent a mechanic as any, but you're right: it does develop an all-or-nothing approach to the bloodlines. I'm torn on that: it seems to me that someone who focuses on their bloodline will not only develop new powers but also strengthen their old ones. In the charge mechanic, this is represented by getting additional charges. With the human bloodline feats, it's represented by an increasing bonus.

I can see arguments for and against either. I'm inclined to leave them because they're already done (and because stuff like Luck of the Draw wouldn't function very well or would function very differently in the charge system), but I could also see changing them.


Oh, and it looks like the Human feats are the only ones to offer a "bloodline bonus." Wouldn't it be simpler to make them grant a racial bonus instead? After all, that is what the bonus is from, their race.That's a good point. I may alter that.

MammonAzrael
2009-02-21, 07:02 PM
I saw the relation right off. But I never really liked the 3.5 bloodline feats, either.

Perhaps they scale with level, but also get a small (+1 or equivalent) bonus for each other bloodline feat?

Fax Celestis
2009-02-21, 07:06 PM
I saw the relation right off. But I never really liked the 3.5 bloodline feats, either.

Perhaps they scale with level, but also get a small (+1 or equivalent) bonus for each other bloodline feat?

That's a possibility. Lemme run some numbers.

Lappy9000
2009-02-21, 10:16 PM
I'm diggin' these feats. Didn't you do those human bloodline feats a long time ago? They seem vaguely familiar, or at least the colored theme is.

Shades of Gray
2009-02-21, 10:22 PM
I remember the eye feats as well. All of these look simply marvelous Fax. Actually, complexly marvelous.

thevorpalbunny
2009-02-21, 10:58 PM
These are excellent. I especially like the Founding feats replacing "only at first level" feats. Much less kludgy.

Also, is the green eyes = luck from where I think it is, or was it just a basic color that was left after using red, blue, and white?

Daracaex
2009-02-22, 12:29 AM
I saw the relation right off. But I never really liked the 3.5 bloodline feats, either.

Perhaps they scale with level, but also get a small (+1 or equivalent) bonus for each other bloodline feat?

You could also make them go outward. Maybe let them use the improv points for skill tricks?

Are you going to have skill tricks?

EDIT: Then again, that's something bards may want to do as a class and the class isn't done yet.

MammonAzrael
2009-02-24, 08:47 PM
Here are a couple Goblin feats that popped into my head, if you want them:

Gut Shot [Goblin]
Prerequisites: Strength 13+, Goblin
Benefit: When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be sickened for a number of rounds equal to your full number of sneaky tricks damage dice.

You deal +1d4 Sneaky Tricks damage.
Normal: You deal 1d4 Sneaky Tricks damage.

Blow to the Head [Goblin]
Prerequisites: Dexterity 15+, Eye Gouge, Goblin
Benefit: When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be confused for 1d3 rounds.

You deal +1d4 Sneaky Tricks damage.
Normal: You deal 1d4 Sneaky Tricks damage.

Sucker Punch [Goblin]
Prerequisites: Strength 15+, Vicious Tricks, Goblin
Benefit: When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be dazed for 1 round.

You deal +1d4 Sneaky Tricks damage.
Normal: You deal 1d4 Sneaky Tricks damage.

Eighth_Seraph
2009-02-25, 05:40 PM
Personally, I prefer the approach you've taken with the non-human races than your original approach for the human bloodlines. Having the effects of these feats increase with power for each bloodline feat you possess becomes a huge investment for characters that don't get bonus feats as part of their class. Having bloodline abilities scale with level seems more mechanically sound to me.

That being said, I do enjoy the flavor of each additional bloodline feat representing that particular bloodline running truer in your veins (particularly in humans).

MageSparrowhawk
2009-02-25, 08:13 PM
I'm curious, were you intending to evoke the sharingan and the Beyakugan abilities by referencing 'red eye' and 'white eye'?

other than that (and what above posters have said) these feats look quite nice.

Fax Celestis
2009-02-25, 08:17 PM
I'm curious, were you intending to evoke the sharingan and the Beyakugan abilities by referencing 'red eye' and 'white eye'?

Uh.

No?

*shifty eyes*

I didn't mean to do that at all. Nope. :smalltongue:

afroakuma
2009-02-25, 08:20 PM
I didn't mean to do that at all. Nope. :smalltongue:

I think my suspension of disbelief has reached its kekkei genkai.

Is it sad that I know how to do that? Because it makes me sad...

MageSparrowhawk
2009-02-25, 08:59 PM
...are you attempting to kill me by making me facepalm so hard I literally 'knock my block off'?

also...AfroAkuma? your ability to believe in something imaginary is really a blood-limit? wow...no wonder you make such good homebrews...