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Fax Celestis
2009-03-14, 11:16 AM
Bearpaw Master [Shifter, Investing]
Requirements: Strength 13+, Bearpaw shifter quality, Shifter Warrior

Benefits: You gain a +3 bonus on grapple checks while shifting.

You gain an additional shifting charge per day.

Investiture: You gain an additional +1 bonus for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Improved Grapple to qualify for feats and prestige classes.

Blacktalon Tribe [Shifter, Ritual, Tribe]
Requirements: Shifter, Survival 5 ranks, no other Tribe feats, Shifter Warrior

Benefits: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.

Any potential participants require at least one rank in Survival in order to be able to participate in a Blacktalon Tribe ritual.

Talons of Black (Survival 5 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron.

Talons of Ebony (Survival 10 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron and deal an additional 1d6 points of negative energy damage.

Talons of Jet (Survival 15 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron and deal 2d6 points of negative energy damage. Furthermore, any natural attack effected by this ritual inflicts an additional 1d10 points of negative energy damage on a successful critical hit.

You gain an additional shifting charge per day.

Normal: You may only spend your shifting charges for your racial features.

Catfoot Master [Shifter, Investing]
Requirements: Dexterity 13+, Catfoot shifter quality, Shifter Warrior

Benefits: You gain a +2 bonus on Reflex saving throws while shifting.

You gain an additional shifting charge per day.

Investiture: You gain an additional +1 bonus for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Lightning Reflexes to qualify for feats and prestige classes.

Cheetahpounce Master [Shifter, Investing]
Requirements: Dexterity 13+, Cheetahpounce shifter quality, Shifter Warrior

Benefits: You gain a +1 dodge bonus to your Armor Class while shifting.

You gain an additional shifting charge per day.

Investiture: You gain an additional +1 bonus for each six points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Dodge to qualify for feats and prestige classes.

Dogsnout Master [Shifter, Investing]
Requirements: Wisdom 13+, Dogsnout shifter quality, Shifter Warrior

Benefits: You gain a +3 bonus on Survival checks made to track while shifting. You also gain a +3 bonus on the following checks and saves: Athletics checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.

You gain an additional shifting charge per day.

Investiture: You gain an additional +1 bonus for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Endurance to qualify for feats and prestige classes.

Firehook Tribe [Shifter, Ritual, Tribe]
Requirements: Shifter, Survival 5 ranks, no other Tribe feats, Shifter Warrior

Benefits: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.

Any potential participants require at least one rank in Survival in order to be able to participate in a Firehook Tribe ritual.

Talons of Red (Survival 5 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming property.

Talons of Crimson (Survival 10 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming property. In addition, by expending the magic of the ritual on themselves, a participant can cast produce flame as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Firehook Tribe feat, their caster level is instead equal to their character level.

Talons of Flame (Survival 15 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming burst property. In addition, by expending the magic of the ritual on themselves, a participant can cast fireball as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Firehook Tribe feat, their caster level is instead equal to their character level.

You gain an additional shifting charge per day.

Normal: You may only spend your shifting charges for your racial features

Goretusk Master [Shifter, Investing]
Requirements: Strength 13+, Goretusk shifter quality, Shifter Warrior

Benefits: When you strike at an object held or carried by an opponent (such as a weapon or shield) when shifting, you do not provoke an attack of opportunity. You also gain a +3 bonus on any attack roll made to attack an object held or carried by another character.

You gain an additional shifting charge per day.

Investiture: You gain an additional +1 bonus for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Improved Sunder to qualify for feats and prestige classes.

Hawkeye Master [Shifter, Investing]
Requirements: Dexterity 13+, Hawkeye shifter quality, Shifter Warrior

Benefits: You may make use of the following combat actions with ranged weapons while shifting: bull-rush, disarm, trip. You do not provoke attacks of opportunity for using these combat actions in this fashion from your target, but you still provoke from any enemies that threaten you in melee.

If your combat action requires a Strength check and you are using a missile (not thrown) weapon, use either your Strength modifier or the Strength rating on the weapon, whichever is lower.

You gain an additional shifting charge per day.

Investiture: You gain a +1 bonus on bull-rush, disarm, and trip attacks made while using this feat for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Combat Expertise to qualify for feats and prestige classes.

Icespur Tribe [Shifter, Ritual, Tribe]
Requirements: Shifter, Survival 5 ranks, no other Tribe feats, Shifter Warrior

Benefits: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.

Any potential participants require at least one rank in Survival in order to be able to participate in a Firehook Tribe ritual.

Talons of Blue (Survival 5 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the frost property.

Talons of Sapphire (Survival 10 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the frost property. In addition, by expending the magic of the ritual on themselves, a participant can cast chill metal as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Icespur Tribe feat, their caster level is instead equal to their character level.

Talons of Ice (Survival 15 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the icy burst property. In addition, by expending the magic of the ritual on themselves, a participant can cast sleet storm as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Icespur Tribe feat, their caster level is instead equal to their character level.

You gain an additional shifting charge per day.

Normal: You may only spend your shifting charges for your racial features

Shifter Warrior [Shifter]
Benefits: Increase the damage of your natural attacks gained from your shifter qualities and the claw attacks possessed by every shifter by one die size (from 1d4 to 1d6, from 1d6 to 1d8, etc).

You gain an additional shifting charge per day.

Normal: You may only spend your shifting charges for your racial features.

Silverclaw Tribe [Shifter, Ritual, Tribe]
Requirements: Shifter, Survival 5 ranks, no other Tribe feats, Shifter Warrior

Benefits: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.

Any potential participants require at least one rank in Survival in order to be able to participate in a Silverclaw Tribe ritual.

Talons of White (Survival 5 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the silverclaw tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a shining white color. The natural attacks of participants overcome damage reduction as if they were made of silver.

Talons of Silver (Survival 10 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the silverclaw tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a shining white color. The natural attacks of participants overcome damage reduction as if they were made of silver and deal an additional 1d6 points of positive energy damage.

Talons of Platinum (Survival 15 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the silverclaw tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a shining white color. The natural attacks of participants overcome damage reduction as if they were made of silver and deal 2d6 points of positive energy damage. Furthermore, any natural attack effected by this ritual inflicts an additional 1d10 points of positive energy damage on a successful critical hit.

You gain an additional shifting charge per day.

Normal: You may only spend your shifting charges for your racial features

Sharkbite Master [Shifter, Investing]
Requirements: Strength 13+, Sharkbite shifter quality, Shifter Warrior

Benefits: You gain a +2 bonus on Fortitude saves while shifting

You gain an additional shifting charge per day.

Investiture: You gain an additional +1 bonus for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Great Fortitude to qualify for feats and prestige classes.

Spiderfang Master [Shifter, Investing]
Requirements: Constitution 13+, Spiderfang shifter quality, Shifter Warrior

Benefits: When you damage a foe with your bite attack while shifting, you gain temporary hit points equal to half the damage dealt. These hit points last for one round.

You gain an additional shifting charge per day.

Investiture: The temporary hit points last for one extra round for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Toughness to qualify for feats and prestige classes.

Sparknail Tribe [Shifter, Ritual, Tribe]
Requirements: Shifter, Survival 5 ranks, no other Tribe feats, Shifter Warrior

Benefits: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.

Any potential participants require at least one rank in Survival in order to be able to participate in a Sparknail Tribe ritual.

Talons of Yellow (Survival 5 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the sparknail tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become an electric yellow. The natural attacks of participants gain the shocking property.

Talons of Topaz (Survival 10 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the sparknail tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become an electric yellow. The natural attacks of participants gain the shocking property. In addition, by expending the magic of the ritual on themselves, a participant can cast shocking grasp as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Sparknail Tribe feat, their caster level is instead equal to their character level.

Talons of Lightning (Survival 15 ranks): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the sparknail tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become an electric yellow. The natural attacks of participants gain the shocking burst property. In addition, by expending the magic of the ritual on themselves, a participant can cast lightning bolt as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Sparknail Tribe feat, their caster level is instead equal to their character level.

You gain an additional shifting charge per day.

Normal: You may only spend your shifting charges for your racial features.

Wolfbite Master [Shifter, Investing]
Requirements: Strength 13+, Wolfbite shifter quality, Shifter Warrior

Benefits: If you trip an opponent in melee combat while shifting, you immediately get a melee bite attack against that opponent at your full base attack bonus.

You gain an additional shifting charge per day.

Investiture: You gain a +1 bonus on the attack roll for the follow-up attack for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Improved Trip to qualify for feats and prestige classes.

MammonAzrael
2009-03-14, 01:33 PM
Why does Bearpaw Master have the "Normal" line? You aren't spending a charge to get the grappling bonus, it just kicks in when you've shifted (this applies to all the "X Master" shifter feats). On that note, should the bonus only kick in when you've shifted into bear form, instead of any form?
It would be cool if Catfoot Master affected initiative, even if only in a minor way (though this might be better as a separate feat).
A Cheetahpounce Master stacks with Dodge, doesn't it? That couldend up being quite the dodge bonus to AC! :smallbiggrin:
Like the Endurance feat, Dogsnout Master seems underpowered. Primarily because most of the stuff both feats enhance come into play so rarely that it's simply not worth the feat.
Goretusk Master is theoretically good, but since Sunder is an almost universally avoided tactic, I wonder if it would be good to let them use the attack bonus for disarming attempts as well/instead?
Hawkeye Master I like very much, and it feels balanced. Do the bonuses from Improved Bullrush/Grapple/Trip and Bearpaw Master count on these ranged attempts? Also, why does it count as Combat Expertise? The two feats are nothing alike.
The second paragraph in Icespur Tribe Benefit section says Firehook instead of Icespur.
Shifter Warrior is solid, but doesn't need the "Normal" line. And I know that you're having all racial feats add a charge, but it feels so tacked on in this case. It may be better to just have a general rule that states you gain an extra charge for each racial feat you have.
I know you're trying to have all the Master feats mirror another feat, but why does Sharkbite Master get Great Fortitude? If anything I would think is most appropriate on the Goretusk option, since boars are generally very tough.
Spiderfang Master feels weird. I know that spiders drink blood, but this just seems to vampiric. I would think a feat would increase the damage or DC of their venom. And the Investing option feels rather weak.
If you had Wolfbite Master an Improved Trip and tripped an opponent while shifting with a bite attack, would both feats trigger, granting you a free bite attack and a free melee attack? That's how it looks. :smalleek:


The Blacktalon/Firehook/Icespur/Silverclaw/Sparknail Tribes are cool, but the rituals seem redundant. There is very little reason to not use a more advanced form of a ritual when you unlock it, since they just duplicate effects. Whereas the Lizardfolk rituals have varying effects, and all can be useful in different situations.

Various effects instead of increased effects would be the better choice, I think. The three elemental-based tripes have this a little bit with the different spells they get from expending the ritual, but even that isn't much.

Also, creatures with a slam attack could wind up with most of their body or arms colored! :smalltongue: And just imagine a Monk!



Overall, great additions!

Lunix Vandal
2009-03-21, 02:47 PM
Of the five Tribe feats, only Blacktalon requires Shifter Warrior. Intentional?

Since the Blacktalon and Silverclaw rituals cause you to deal negative or positive energy damage (respectively), does that mean that they actually cause you to (partially) heal undead or living creatures (respectively)?

Fax Celestis
2009-03-21, 03:26 PM
Of the five Tribe feats, only Blacktalon requires Shifter Warrior. Intentional?No.


Since the Blacktalon and Silverclaw rituals cause you to deal negative or positive energy damage (respectively), does that mean that they actually cause you to (partially) heal undead or living creatures (respectively)?
Yes.


Why does Bearpaw Master have the "Normal" line? You aren't spending a charge to get the grappling bonus, it just kicks in when you've shifted (this applies to all the "X Master" shifter feats). On that note, should the bonus only kick in when you've shifted into bear form, instead of any form?I included it for completeness' sake. And no, just 'when shifting'.

It would be cool if Catfoot Master affected initiative, even if only in a minor way (though this might be better as a separate feat).That's a possibility.

A Cheetahpounce Master stacks with Dodge, doesn't it? That couldend up being quite the dodge bonus to AC! :smallbiggrin:Yes, but then again, each only gives +1 ac for 6 prowess, which isn't very efficient.

Like the Endurance feat, Dogsnout Master seems underpowered. Primarily because most of the stuff both feats enhance come into play so rarely that it's simply not worth the feat.Yeah. I tried to jazz it up a little with a tracking benefit, but...

Goretusk Master is theoretically good, but since Sunder is an almost universally avoided tactic, I wonder if it would be good to let them use the attack bonus for disarming attempts as well/instead?Nah. I'm going to leave that one.

Hawkeye Master I like very much, and it feels balanced. Do the bonuses from Improved Bullrush/Grapple/Trip and Bearpaw Master count on these ranged attempts? Also, why does it count as Combat Expertise? The two feats are nothing alike.Yes, they do. And it counts as Combat Expertise because...I'm not sure. I could swap it for Precise Shot, I suppose.

The second paragraph in Icespur Tribe Benefit section says Firehook instead of Icespur.Fixed, I think.

Shifter Warrior is solid, but doesn't need the "Normal" line. And I know that you're having all racial feats add a charge, but it feels so tacked on in this case. It may be better to just have a general rule that states you gain an extra charge for each racial feat you have.I may.

I know you're trying to have all the Master feats mirror another feat, but why does Sharkbite Master get Great Fortitude? If anything I would think is most appropriate on the Goretusk option, since boars are generally very tough.So are sharks.

Spiderfang Master feels weird. I know that spiders drink blood, but this just seems to vampiric. I would think a feat would increase the damage or DC of their venom. And the Investing option feels rather weak.Really? Bite + power attack + Shifter Warrior can be a lot of damage, and getting temporary HP equal to half could be a lot of HP.

If you had Wolfbite Master an Improved Trip and tripped an opponent while shifting with a bite attack, would both feats trigger, granting you a free bite attack and a free melee attack? That's how it looks. :smalleek:Point. Might need to change that.


The Blacktalon/Firehook/Icespur/Silverclaw/Sparknail Tribes are cool, but the rituals seem redundant. There is very little reason to not use a more advanced form of a ritual when you unlock it, since they just duplicate effects. Whereas the Lizardfolk rituals have varying effects, and all can be useful in different situations.

Various effects instead of increased effects would be the better choice, I think. The three elemental-based tripes have this a little bit with the different spells they get from expending the ritual, but even that isn't much.I see what you're saying, but I'm not sure I agree.