View Single Post

Thread: e6 Elemental Bloodline Feats

  1. - Top - End - #1
    Ogre in the Playground
     
    wadledo's Avatar

    Join Date
    Aug 2007
    Gender
    Male

    Default e6 Elemental Bloodline Feats

    Based off of the Abyssal Heritor feats from Fiendish Codex 1: Hordes of the Abyss, these feats are slightly more powerful than your average feat. However, that is largely intentional, since feats in D&D 3.5 are either very good for particular things (Snowflake Wardance), wastes of feats for minor effects (Spring Attack), or pointless, especially for e6 (Toughness).

    These feats try to both help alleviate all three of those problems, by being:
    1. Largely good choices for everyone, allowing utility
    2. Cumulative, for the most part, so that you don't take one feat to only ever use the effect of another
    3. Always have some sort of impact on your character

    Therefore, here we go.

    Bloodline Feats
    A character with a Bloodline Feat must determine which bloodline it is when taken. In some cases it is obvious (Such as Elder Giant Magic, or anything with a subtype) and in other cases he may choose. This choice can not be changed later, and unless the character takes another feat that counteracts this, he may only take bloodline feats from one source (I.e. Elemental, Giant, Psionic, Animal Lord, etc.).

    Elemental Feats
    When taken, an Elemental feat must have its element chosen from either Fire, Water, Air, or Earth. This may not be changed later, and a character may only have one kind of Elemental feat at a time. If the character ever gains an ability that allows them to gain feats from a different elemental affinity while they retain their old elemental affiliation, they take 2 points of Con damage per day they retain the conflicting elemental sources, starting from when they gain the feat.

    Planar Touch [Bloodline, Elemental]
    In moments of stress, your body sends off sparks, or crackles of electricity, in an entirely involuntary display of elemental might.
    Benefits: Gain a slam attack, and all your natural attacks now do 1d4 of elemental damage.
    Your slam attack does damage equal to your size, doing 1d4 if you are small, 1d6 if medium, and so on. You do Acid Damage if Earth, Fire if Fire, Electricity if Air, or Cold if Water.

    Elemental Corona [Bloodline, Elemental]
    Your radiate Elemental energy near constantly, and sometimes leave scorch marks just by passing to close to a fireplace or large piece of metal.
    Prerequisite: Planar Touch, any two additional other Elemental feats
    Benefits: Your Elemental damage increases from 1d4 to 1d6, and this bonus increases by an additional 1d6 for every four Elemental feats you possess. In addition, all your attacks, not just natural attacks, deal the additional damage.
    Special: Take a -2 on all Diplomacy checks with creatures that do not share your Element, as your nature makes it difficult to sympathize with those not of your lineage.

    Elemental Eyes [Bloodline, Elemental]
    Whether glowing coals or swirling black pools, your eyes have transfigured to treat light and darkness as just another pair of unimportant elements.
    Prerequisite: Any one other Elemental Feat
    Benefits: Gain Low-Light Vision and Darkvision 60'. If you already have Low-Light Vision, you now have Superior Low Light vision, seeing four times as well as a human in shadowy illumination and twice as well in normal light, and if you already had Darkvision, increase its range by 30'.
    Special: Unless you purposefully cover your eyes, take a -2 on all Hide checks, as you radiate elemental energies from your eyes.

    Gateway Oracle [Bloodline, Elemental]
    The Elements, though adverse to each other, together make up the world.
    Prerequisite: Int, Wis, or Cha at 13
    Benefits: When selecting this feat, choose a mental ability score at 13 or above. By performing a hour long ritual in the presence of a large amount of your element, you may choose from the following list:
    -Heal hit points equal to HD x Ability Modifier x Number of Elemental Feats. Any healing over your natural hit point total becomes temporary hit points lasting 24 hours, or until lost.
    -Heal Ability Damage Equal to Ability Modifier + Number of Elemental Feats, divided up as you wish.
    -Regain Spells or Power Points as though you had rested for 8 hours (This does not include a wizards time studying his spell book or a cleric praying for spells). Spells cast within the last 8 hours still count against your daily limit as normal.
    -Ask a number of Yes or No questions equal to Ability Modifier + Number of Elemental Feats relating to your element, within a number of miles equal to Hit Dice.
    Each of these effects can only be used once per week, and this feat can only be used once per day.

    Planar Resilience [Bloodline, Elemental]
    Fire, storm, or cold hold no fear for you.
    Benefits: Gain elemental Resistance 5 determined by your heritage, which stacks with any other elemental resistance of the same type. For every two Elemental feats you posses, increase the resistance by 5.
    You resist Acid if Earth, Cold if Water, Electricity if Air, and Fire if Fire.

    Elemental Healing [Bloodline, Elemental]
    The crackle of ice or the sizzle of acid gives you comfort, for you know your ancestors look proudly on you.
    Prerequisite: Planar Resilience, any two additional other Elemental feats
    Benefits: For every 3 damage that was prevented by your elemental Resistance, heal 1 point of damage.
    Special: All heal checks within 30' of you take a -2 penalty.

    I'm still working on:
    -Movement?
    -Natural Armor, and possibly an advancement that gives DR/-
    -Full blow immunity to elemental damage.
    Spell-like abilities on the 0 to 1st level spell range, and possibly adding them to spells known for casters.

    EDIT: And a generic Bloodline feat, so that it unrounds out to seven feats.

    Hardened Resistance [Bloodline]
    You have your ancestors to thank for your current survival.
    Benefit: When you take this feat, you gain 2 hit points for each Bloodline feat you have (including this one). Whenever you take a new Bloodline feat, you gain 2 more hit points.
    Last edited by wadledo; 2012-05-10 at 04:40 PM.
    Idiots give me indigestion.
    Don't give me indigestion.

    Spoiler
    Show
    Quote Originally Posted by Dragonrider View Post
    Wadledo, you dislike EVERYONE. Therefore, you don't count.
    Quote Originally Posted by Draken View Post
    Maybe this is the only true fix for spellcasting, making people scared of using it.
    Quote Originally Posted by dragonprime View Post
    There's a concept called mercy. Are you familiar with it?
    Thank ya Dr.Bath for your avataring skills.