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Red Fel
2015-05-09, 07:26 PM
I was inspired by a recent competition thread (http://www.giantitp.com/forums/showthread.php?411057-3-X-Ancillary-Contest-III-It-s-All-in-the-Blood-%28or-not%29) which was looking for "Heritage" feats, spells, etc.

My thought (which you might or might not share) is that it might be neat for a character's bloodline to grant them additional martial power, in much the same way that a Sorcerer's "bloodline" grants him power. Because martials need love too.

I'm still hashing out concepts, and adding more to what's below. I readily admit that while I have a broad knowledge of PF, my knowledge of specifics is a bit lacking; I wholly expect that some of these will be redundant with existing material. I hope you'll tell me; I want these to be novel, but reasonably balanced.

I'm open to suggestions, but I remind you that the focus of these feats is martial. Casters can get their love elsewhere.

Let's begin, then.

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Martial Heritage Feats

What is a Martial Heritage Feat?

Just as the Sorcerers have their Bloodlines, indicating the source of their mysterious arcane power, other creatures can have bloodlines, too. Not as magical as those of Sorcerers, perhaps, and not as potent as those with a Dragon or Outsider parent, but blood can carry power, even if has grown diluted with passing generations. Those who come to understand this power can tap into it, channeling it and acquiring a portion of the strength of their ancestors.

All Martial feats count as Combat Feats. Any class that grants bonus Combat Feats (such as Fighter) may take these feats as bonus feats, unless that class limits the list of applicable bonus feats.

Why Martial?

Long answer? Martial Heritage Feats are designed to provide mundane characters (by which I mean characters with no or partial casting progression) with increased utility, while also providing flavor similar to Sorcerer and Bloodrager Bloodlines. They're designed in part to help narrow the gap between mundanes and casters, and in part to create fun and useful options for non- or partial-casting characters. These options may be somewhat useful to any character, but are generally designed to be more useful to those who won't spend most of combat slinging spells.

Short answer? Mundanes need love too.

Don't Combat Style Feats provide the same benefit?

To a certain extent, yes. Style Feats provide a synergistic feat chain designed to offer an increasing benefit to a martial character. Some of them, such as Pummeling Style, are particularly popular choices, and with good reason.

The distinction between Martial Heritage Feats and Style Feats is twofold. First, it's flavor-based. Style Feats represent studying a particular and unique school of combat, such as a defensive form of fighting or an exceptional method of grappling; Martial Heritage Feats, by contrast, represent tapping into innate abilities provided by your ancestry. One is training, the other is talent.

Second, Style Feats, to a large extent, expand on a single existing ability. For example, the Boar Style chain adds slashing damage to your unarmed strikes, then piercing, then adds a bleed effect; it all builds. Crane Style reduces the penalty for fighting defensively, then allows you to deflect attacks, then grants you attacks of opportunity when you are attacked; again, it all builds. Martial Heritage Feats, by contrast, are designed to offer varied abilities. While some, such as Beast Nature and Improved Beast Nature, build on each other, others, such as Vine Arms, can be taken independently, allowing more freedom and customization in their use.

Can I take multiple Martial Heritage bloodlines?

That's up to your DM. Personally, I don't find it imbalancing to allow multiple bloodlines, but I'm not done with them yet, so I can't say for certain. As such, I'm going to be conservative.

As a default rule, therefore, you may only choose one bloodline. Your DM may allow multiple bloodlines, at his or her discretion, if you want to play a character with a uniquely complex family history.

These would be great if I didn't have to waste a feat on them!

Thanks! I happen to think so, too. If your DM is amenable, you might suggest allowing non-casting classes, such as Monk, Fighter, Rogue, and Barbarian, to have these as free feats at certain level intervals, much like the Sorcerer gets his Bloodline powers. But that's between you and your DM.

Let's get started!

Red Fel
2015-05-09, 07:27 PM
Giant Heritage

Some people have the blood of giants running through their veins. Those who discover this heritage, and learn to tap into its powers, can perform feats of amazing strength and power.

GIANT BLOOD
You have discovered the truth of your giant lineage, and are learning to channel the might of your ancestors.

Prerequisites: Any non-Giant creature
Benefits: You may be considered to have the Giant type for the purpose of meeting requirements of any spells, feats, classes, or anything else requiring the Giant type. You may be considered one size larger for CMD.
Special: Sorcerers with the Oni Bloodline may take this as one of their Sorcerer bonus feats.

GIANT FIST
The raw power of the giant surges through your muscles.

Prerequisites: Giant Blood OR the Giant type, Improved Unarmed Strike, BAB +3
Benefits: Your unarmed strikes and natural weapons deal damage as if they were one size larger. Your threatened area with unarmed strikes and natural weapons increases by 5 feet.
Special: Characters with levels in Monk may instead treat their unarmed strikes as if their effective Monk level were three higher, or equal to their HD, whichever is higher. This feat may be taken as a Monk bonus feat.

EMERGENCY DISMOUNT
"Get down here on the ground and face me!"

Prerequisites: Giant Blood OR the Giant type, Improved Unarmed Strike, Giant Fist, BAB +6
Benefits: You may treat your unarmed strikes and natural weapons as though they had the brace feature. If you set your unarmed strike against a mounted charge, you may instead attack the target's mount. A successful attack against the mount dealing 10 damage or more forces the rider to make an immediate Ride check (DC equal to damage dealt) or else be immediately dismounted. For every 10 damage dealt, the dismounted rider is moved one space in the direction of your choice, taking 1d4 damage per space moved.

DYNAMIC LANDING
You don't fall like a stone, but like a star, leaving a crater where you land.

Prerequisites: Giant Blood OR the Giant type, BAB +6
Benefits: As long as you are not helpless or unconscious, all damage dealt by a fall is nonlethal. For every point of BAB you have, you may increase the amount of distance you may fall safely with an Acrobatics check by 10 feet. (For example, a character with 6 BAB could safely fall 70 feet, instead of 10, and take no damage on a DC 15 Acrobatics check.)
Special: A character with Emergency Dismount may brace his fist against the fall. He forgoes the benefits of this feat listed above, as well as any other spell, effect, or ability that mitigates falling damage; he takes 1d6 lethal damage regardless of the distance fallen, and may not attempt an Acrobatics check to neutralize this damage. For every 10 feet he falls, every creature within 30 feet takes 1d6 damage from the shockwave generated by his landing; a successful Reflex save halves this damage.

TITANIC DOMINATION
Your giant blood has fully awakened within you... With dramatic results!

Prerequisites: Giant Blood plus one other feat with Giant Blood as a prerequisite, BAB +11, 15 HD
Benefits: You may be treated as possessing either the Giant type or your original type, whichever is more beneficial, at any time (such as determining whether you are a valid target for spells or effects). Your size permanently increases by one step, to a maximum of Large. Recalculate all scores accordingly based on your size increase. You gain DR 3/--. At level 20, this increases to DR 4/--. This DR stacks with other sources of DR/--, such as the Barbarian's class ability.

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Plant Heritage

Perhaps your ancestors had relations with Dryads or other fey of the plant world, or perhaps they were involved in arcane affairs. Whatever the source, your blood is green with plant sap, and like your progenitors, you surge with vibrant life energy.

PLANT BLOOD
You have learned to tap into the power of your family tree. Your enemies will be green with envy, and then red with blood.

Prerequisites: Any non-Plant creature
Benefits: You may be considered to have the Plant type for the purpose of meeting requirements of any spells, feats, classes, or anything else requiring the Plant type. You gain a +2 to saves against all mind-affecting effects, as well as paralysis, poison, polymorph, sleep effects, and stunning.
Special: Sorcerers with the Verdant Bloodline may take this as one of their Sorcerer bonus feats.

THORN FIST
Every rose has its thorn. And now, so do you.

Prerequisites: Plant Blood OR the Plant type, Improved Unarmed Strike, BAB +3
Benefits: You grow thorns on your limbs which deal 1d2 damage if you are small, 1d4 if medium, and 1d6 if large. This damage is piercing damage. You are proficient with these natural weapons, and may perform two attacks with your thorns as a standard action, or as a secondary weapon with a -5 penalty on a full attack.
Special: Characters with levels in Monk may treat their thorns as Monk weapons. Thorns may be used as part of a flurry of blows, in addition to unarmed strikes. Additionally, a Monk may, at his discretion, treat his unarmed strikes as piercing. This feat may be taken as a Monk bonus feat.

BRIAR MISSILES
Plants generally can't harm enemies who don't approach. You're a different matter.

Prerequisites: Plant Blood OR the Plant type, Thorn Fist, BAB +6
Benefits: You may fire one of your thorns at an enemy within 30 feet as a ranged touch attack. Doing so is a standard action that does not provoke attacks of opportunity. The thorn deals damage equal to your unarmed strike, but as piercing damage. Additionally, the enemy must make a DC 15 Heal check. Failure on the check means that the thorn slices the enemy open, and deals 1d4 bleed damage on the enemy's next turn, and every turn thereafter until a DC 15 Heal check is made. Enemies immune to bleed effects are immune to the bleed damage.
Special: This feat may be taken twice. If it is taken a second time, you may fire two thorns in the same action. Each thorn deals damage separately, provokes separate Heal checks, and may deal bleed damage separately.

PLANT SAP
You don't like getting sappy. Or do you?

Prerequisites: Plant Blood OR the Plant type, BAB +3
Benefits: As a free action, once per turn, you may excrete a sticky sap from your body. When an enemy is struck by your unarmed strikes or natural weapons, he must make a Reflex save or become entangled. You also gain a +2 circumstance bonus to grappling, maintaining a grapple, and pinning an opponent. The sap dissolves at the end of your turn.

VINE ARMS
I have no plant-based pun for this.

Prerequisites: Plant Blood OR the Plant Type
Benefits: Your reach with all melee attacks (including melee weapons, unarmed strikes and natural weapons) extends by 5 feet.

VERDANT GROWTH
The plant within you has finally sprung into bloom.

Prerequisites: Plant Blood plus one other feat with Plant Blood as a prerequisite, BAB +11, 15 HD
Benefits: You may be treated as possessing either the Plant type or your original type, whichever is more beneficial, at any time (such as determining whether you are a valid target for spells or effects). You gain Regeneration 2 (fire, acid). In direct sunlight, this increases to Regeneration 5 (fire, acid).

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Magical Beast Heritage

The origins of magical beasts are varied and numerous. The origins of your unique lineage are better left unsaid.

BEAST BLOOD
Your bestial lineage begins to manifest, and through it you become more feral, and more cunning.

Prerequisites: Any non-Magical Beast creature
Benefits: You may be considered to have the Magical Beast type for the purpose of meeting requirements of any spells, feats, classes, or anything else requiring the Magical Beast type. You gain a +2 bonus to Acrobatics, Climb, Fly, Perception, Stealth, and Swim checks.

BESTIAL NATURE
You have traced your roots back to a particular creature, and its influence inspires your skill and power.

Prerequisites: Beast Blood OR the Magical Beast type, BAB +3
Benefits: Choose one beast aspect from the following list. This benefit must be chosen when the feat is taken, and cannot be changed. Eyes of the Hawk: You gain a hawk's perfect vision. Perception is now a class skill for you. Fins of the Dolphin: You gain the dolphin's aquatic agility. Swim is now a class skill for you. Dexterity of the Monkey: You gain the monkey's agility. Climb is now a class skill for you. Hearing of the Bat: You can sense your surroundings, like the bat. Perception is now a class skill for you. Mystery of the Cat: You acquire a fragment of the mysteries of the feline. Choose either Acrobatics or Stealth. This skill is now a class skill for you.
UNLEASHED SAVAGERY
You pause for a moment, and the world suddenly slows to a halt. Then, like a coiled spring, you pounce.

Prerequisites: Beast Blood OR the Magical Beast type, BAB +6
Benefits: You may make a full attack with your unarmed strikes or natural weapons, or both, on a charge.

IMPROVED BESTIAL NATURE
The influence of your bestial ancestor grows, and with it so does your own natural ability.

Prerequisites: Beast Blood OR the Magical Beast type, Bestial Nature, BAB +9
Benefits: Choose one beast aspect from the following list. The aspect chosen must be the same as that chosen for Bestial Nature. This benefit must be chosen when the feat is taken, and cannot be changed. Sharp Eyes of the Hawk: Your hawklike eyes sharpen. Your Perception bonus from Beast Blood increases to +4, and you may always take 10 on a Perception check. Swift Fins of the Dolphin: You swim like you were born to the water. You gain a Swim speed equal to your land speed. If you already have a Swim speed, it instead increases by 10 feet, whichever is more. You may always take 10 on a Swim check. Crafty Dexterity of the Monkey: Your simian acrobatics improve. You gain a Climb speed equal to your land speed. If you already have a Climb speed, it instead increases by 10 feet, whichever is more. You may always take 10 on a Climb check. Keen Hearing of the Bat: Your batlike senses improve. Your Perception bonus from Beast Blood increases to +4, and you gain Blindsense out to 5 feet per 4 HD you have (minimum 5 feet). Deeper Mystery of the Cat: Your feline mystique grows. Your bonus from Beast Blood to your chosen skill increases to +4, and your melee attacks, including unarmed strikes and natural weapons, gain the Ghost Touch property.
BESTIAL AWAKENING
Something primal stirs within you. Your enemies will know it by its teeth and claws.

Prerequisites: Beast Blood plus one other feat with Beast Blood as a prerequisite, BAB +11, 15 HD
Benefits: You may be treated as possessing either the Magical Beast type or your original type, whichever is more beneficial, at any time (such as determining whether you are a valid target for spells or effects). Your unarmed strikes and natural weapons gain an effective size increase of one category. They are also treated as magical and silver. (I think this needs more. -RF)

Red Fel
2015-05-09, 07:28 PM
Outsider Heritage

There was a time, described in ages past, when beings from beyond this world came to it, and laid the seeds of greatness. You are the offspring of such unions.

OUTSIDER BLOOD
Your ancestors were not of this world.

Prerequisites: Any non-Outsider creature
Benefits: You may be considered to have the Outsider type for the purpose of meeting requirements of any spells, feats, classes, or anything else requiring the Outsider type. You are never treated as extraplanar, and you gain Darkvision out to 60 feet. If you already have Darkvision, extend its range by 60 feet.
Special: Sorcerers with the Abyssal, Celestial, Daemon, Infernal, or Protean Bloodlines may take this as one of their Sorcerer bonus feats.

TOUCHING THE SOUL
Your spirit has called out to the plane of your ancestors. Something has answered.

Prerequisites: Outsider Blood OR the Outsider type, BAB +5
Benefits: Choose one Outsider aspect from the following list. This benefit must be chosen when the feat is taken, and cannot be changed. Archon: Your ancestors represented justice, and you will as well. You gain a Smite attack, as per the Smite Evil Paladin class ability, which you may use a number of times per day equal to your your HD/4 (minimum 1). You may Smite Evil or Chaos with this attack, but must declare which you are using when you activate this ability. This is a supernatural ability. Angel: Your ancestors were emissaries of goodness, and so are you. You enjoy the constant protection of a Protection from Evil spell. This effect, however, does not prevent summoned creatures from touching you (a specific exception to the third provision of the spell). This is a supernatural ability. Azata: Your ancestors believed in passion and rejoicing, and you carry on their traditions. You enjoy a constant Freedom of Movement effect, as per the spell. This is a supernatural ability. Daemon: The pure evil of your ancestors is like an ichor in your veins. You enjoy the constant protection of a Protection from Good spell. This effect, however, does not prevent summoned creatures from touching you (a specific exception to the third provision of the spell). This is a supernatural ability. Demons: You are a brutal reminder of your ancestors' savage legacy. You may Rage, as per the Barbarian class ability, a number of times per day equal to your HD/4. This is an extraordinary ability. Devil: The cunning of your ancestors is a standard to which you hold yourself. You gain Telepathy out to 100 feet. This is a supernatural ability. Inevitable: Cosmic order is your heritage. You enjoy the constant protection of a Protection from Chaos spell. This effect, however, does not prevent summoned creatures from touching you (a specific exception to the third provision of the spell). This is a supernatural ability. Slaad: They called your ancestors mad. You will show them just what madness is. You enjoy the constant protection of a Protection from Law spell. This effect, however, does not prevent summoned creatures from touching you (a specific exception to the third provision of the spell). This is a supernatural ability.
SPIRITUAL COMBAT
Your spiritual energy suffuses your form, making you ready for combat.

Prerequisites: Outsider Blood OR the Outsider type, Touching the Soul, BAB +9
Benefits: Choose one Outsider aspect from the following list. You must choose the same aspect you chose for Touching the Soul. This benefit must be chosen when the feat is taken, and cannot be changed. Archon: Once per day, you may swap positions with a single willing or unconscious ally to whom you have line of effect. This is a supernatural ability. You gain DR 5/magic and SR 10. Angel: Your weapons, unarmed strikes and natural weapons gain the Holy property. This property is also imbued upon any ranged weapons you fire. You gain DR 5/evil. Azata: Once every 1d4 rounds, you can generate a blast of energy as a standard action. All creatures within 5 feet must make a Reflex save (DC 10 + 1/2 HD + your highest physical ability sore modifier) or else take 2d4 holy damage, plus 1 point for every step they are from Chaotic Good. (So a CN or NG creature would take 2d4+1 damage, a TN creature would take 2d4+2, and an LE creature would take 2d4+4 damage.) Chaotic Good creatures are immune to this ability. This is a supernatural ability. You gain DR 5/cold iron. Daemon: Your weapons, unarmed strikes and natural weapons gain the Unholy property. This property is also imbued upon any ranged weapons you fire. You gain DR 5/good. Demon: Your body is engulfed in flames. Any enemy striking you with an unarmed strike or natural weapon takes 1d6 Fire damage. Any enemy grappling you or grappled by you takes 6d6 fire damage each round the grapple persists. You gain DR 5/cold iron. Devil: You gain the See in Darkness ability, and can see perfectly in any darkness, even magical darkness. You gain DR 5/silver. Inevitable: Your weapons, unarmed strikes and natural weapons gain the Axiomatic property. This property is also imbued upon any ranged weapons you fire. You gain DR 5/chaos. Slaad: Your weapons, unarmed strikes and natural weapons gain the Anarchic property. This property is also imbued upon any ranged weapons you fire. You gain DR 5/law.
SPIRITUAL GUARDIAN
The power of your spirit washes over your allies, granting them shelter and protection.

Prerequisites: Outsider Blood OR the Outsider type, Touching the Soul, BAB +9
Benefits: Choose one Outsider aspect from the following list. You must choose the same aspect you chose for Touching the Soul. This benefit must be chosen when the feat is taken, and cannot be changed. Archon: You radiate an aura of menace within 30 feet. Any hostile creature within your aura must succeed at a Will save (DC 10 + 1/2 HD + your highest physical ability score modifier) or else take a -2 to attacks, AC, and saves for 24 hours or until they strike you. A creature that has resisted or broken the effect is immune for 24 hours. This is a supernatural ability. Angel: You radiate a Magic Circle against Evil, as the spell, out to 30 feet. This can be suppressed or reactivated as a swift action. This is a supernatural ability. Azata: You radiate a holy aura within 30 feet. Allies within the aura gain a +4 deflection bonus to AC and a +4 resistance bonus on saves. They receive SR 10 against spells with the [Evil] descriptor and those cast by evil creatures. Evil creatures striking allies within the aura must make a Fortitude save (DC 10 + 1/2 HD + your highest physical ability score modifier) or else become blinded (as the Blindness/Deafness spell). Daemon: You radiate a Magic Circle against Good, as the spell, out to 30 feet. This can be suppressed or reactivated as a swift action. This is a supernatural ability. Demon: You radiate an unholy aura within 30 feet. Allies within the aura gain a +4 deflection bonus to AC and a +4 resistance bonus on saves. They receive SR 10 against spells with the [Good] descriptor and those cast by good creatures. Good creatures striking allies within the aura must make a Fortitude save (DC 10 + 1/2 HD + your highest physical ability score modifier) or else take 1 point of Strength damage. Devil: You radiate a fear aura within 30 feet. Using this aura is a free action. Enemies must make a Will save (DC 10 + 1/2 your HD + your highest physical ability score modifier). It otherwise functions like the Fear spell. This is a supernatural ability. Inevitable: You radiate a Magic Circle against Chaos, as the spell, out to 30 feet. This can be suppressed or reactivated as a swift action. This is a supernatural ability. Slaad: You radiate a Magic Circle against Law, as the spell, out to 30 feet. This can be suppressed or reactivated as a swift action. This is a supernatural ability.
SOUL REVIVAL
The raw power of your spirit has transcended your physical form.

Prerequisites: Outsider Blood plus one other feat with Outsider Blood as a prerequisite, BAB +11, 15 HD
Benefits: You may be treated as possessing either the Outsider type or your original type, whichever is more beneficial, at any time (such as determining whether you are a valid target for spells or effects). You no longer need to eat, sleep, or breathe, although you may do so if you wish. (This still needs more. -RF)
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Elemental Heritage

There have been times in the past that this world touched briefly, and mingled with, the elemental planes. Such unions tainted the blood with elemental power. This blood, your heritage, spurs you to amazing feats.

ELEMENTAL BLOOD
Your ancestors were formed in the crucible of all matter.

Prerequisites: Any non-Elemental creature
Benefits: You may be considered to have the Elemental type for the purpose of meeting requirements of any spells, feats, classes, or anything else requiring the Elemental type. You gain +2 to all saves against paralysis, poison, sleep effects, and stunning.
Special: Sorcerers with the Div, Djinni, Efreeti, Elemental, Marid, and Shaitan Bloodlines may take this as one of their Sorcerer bonus feats.

TAPPING THE POWER
Boiling in your blood is glorious elemental power. It longs to be unleashed.

Prerequisites: Elemental Blood OR the Elemental type, BAB +6
Benefits: Choose one Elemental aspect from the following list. This benefit must be chosen when the feat is taken, and cannot be changed. Air: You no longer require the air around you; it dwells within your blood. You no longer need to breathe, and are immune to suffocation and any ability dependent upon your breathing. Earth: The bowels of the earth are your home, your sanctuary. You gain a burrow speed equal to your land speed. If you already have a burrow speed, it increases by 10 feet. Fire: You are suffused with a warmth that protects you. You and your equipment suffer no ill effects from temperatures between -50 and 140 degrees, as the Endure Elements spell. Water: You are the envy of dolphins, the scourge of sailors. You gain a Swim speed equal to your land speed. If you already have a Swim speed, it increases by 10 feet. You can breathe underwater. Shadow: You were expecting heart? As long as you are within 10 feet of dim illumination or darker, you may use the Stealth skill to hide, even without anything to hide behind. You may not hide in your own shadow.
UNLEASHED POTENTIAL
The roiling elemental energy within you will not be contained!

Prerequisites: Elemental Blood OR the Elemental type, Tapping the Power, BAB +9
Benefits: Choose one Elemental aspect from the following list. You must choose the same aspect you chose for Tapping the Power. This benefit must be chosen when the feat is taken, and cannot be changed. Air: You gain a Flight speed equal to your land speed, with average maneuverability. If you already have a Flight speed, it improves by 10 feet, and your maneuverability improves by one step (to a maximum of perfect). Earth: You gain Tremorsense, with a radius of 20 feet, plus an additional 10 for every 5 HD you have (max 60). If you already have Tremorsense, its radius increases by the amount specified above. Fire: You gain Fire Resistance 10. Your attacks (including ranged, melee, unarmed, and natural weapon) each deal an additional 1d6 Fire damage, plus an additional 1d6 for every 5 HD you have (max 5d6). The damage from these attacks ignores up to three points of Fire Resistance per hit. Water: While underwater, you enjoy a constant Freedom of Movement effect. You gain Cold Resistance 5, and a +5 bonus to any checks involving escaping from a grapple. You are immune to the Sickened condition. Shadow: All attacks against you suffer a 20% miss chance. In areas of dim illumination or darker, this increases to 30%, and is effective even against enemies with Darkvision or those capable of seeing in the dark. If you already have miss chance, this feat instead increases that miss chance by 10% (20% in areas of dim illumination or darker), to a maximum of 50%.
ELEMENT INCARNATE
The power of the elements has taken root in your form.

Prerequisites: Elemental Blood plus one other feat with Elemental Blood as a prerequisite, BAB +11, 15 HD
Benefits: You may be treated as possessing either the Elemental type or your original type, whichever is more beneficial, at any time (such as determining whether you are a valid target for spells or effects). You gain immunity to bleed, paralysis, poison, sleep effects, and stunning. You are not subject to critical hits or flanking; you do not take additional damage from precision-based attacks, such as sneak attack. You do not eat, breathe, or sleep.

Red Fel
2015-05-09, 07:29 PM
Undead Heritage

The mysteries of life and death have been studied since time immemorial. The mystery of your ancestry is not one discussed in polite company.

CORPSE BLOOD
Somehow, the lifeblood of your family became contaminated with undeath.

Prerequisites: Any non-Undead creature
Benefits: You may be considered to have the Undead type for the purpose of meeting requirements of any spells, feats, classes, or anything else requiring the Elemental type. You gain +2 to all saves against mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), death effects, disease, paralysis, poison, sleep effects, and stunning.
Special: Sorcerers with the Ghoul Sorcerer or Undead Bloodlines may take this as one of their Sorcerer bonus feats.

PRESERVED FLESH
The walking corpse needs no sustenance. Why should you?

Prerequisites: Corpse Blood
Benefits: You no longer need to eat, breathe, or sleep.

GHOULISH ENDURANCE
What doesn't kill you, doesn't kill you.

Prerequisites: Corpse Blood, BAB +3
Benefits: You are no longer subject to nonlethal damage. You have no risk of death from massive damage.
Special: You may take this feat twice. If you take it a second time, you become immune to exhaustion and fatigue.

UNYIELDING DREAD
Did they think that would stop you?

Prerequisites: Corpse Blood, Ghoulish Endurance, BAB +6
Benefits: Choose one physical ability score. You are immune to ability damage to that ability score.
Special: This feat may be taken three times. If taken twice, you may either become immune to ability damage to a second physical ability score, or become immune to ability drain to the one you originally chose. If taken three times, you become immune to ability damage, but not ability drain, to all physical ability scores.

GRIM HARBINGER
The dead walk again... As you.

Prerequisites: Corpse Blood plus one other feat with Corpse Blood as a prerequisite, BAB +11, 15 HD
Benefits: You may be treated as possessing either the Undead type or your original type, whichever is more beneficial, at any time (such as determining whether you are a valid target for spells or effects). You become immune to energy drain, ability damage and ability drain to all physical ability scores, mind-affecting effects, death effects, disease, paralysis, poison, sleep effects, and stunning. You are also immune to anything requiring a Fortitude save, unless it works on objects or is harmless.

Elricaltovilla
2015-05-09, 10:01 PM
These remind me a bit of Pathfinder's Style Feats (http://www.d20pfsrd.com/feats/style-feats), although that may just be because of the themeing and organization. It's tough to say what direction you should go in with feats like these, since there's only a few of them right now but if you want to expand them to include more weapon types that would probably help.

As far as inspiration, Sorcerer bloodlines and Bloodrager Bloodlines give a good sense of how PF tends to organize things like this. I'm leery of giving these easy to sorcerers since they don't really need the help and they seem more martially focused to begin with.

The initial feats (Giant-blood and Plant Blood) are pretty much just a tax. There isn't much of anything that being giant type or plant type gets you unless you're actually that type, in which case it comes with a whole slew of abilities that range from piss poor to extremely potent depending on type. I mean, can you imagine getting all the benefits of the undead (http://www.d20pfsrd.com/bestiary/monster-listings/undead) type (and none of the drawbacks, based on your wording) for just one feat?

The Giant feats seem like lots of fun, but a bit on the powerful side. All day Xd6 damage to every enemy in 30 ft. just gets nasty when you have flight (or someone to carry you), and the only downside is 1d6 irresistible damage? Sign me up.

Plant type needs a feat that lets you entangle enemies you hit.

Red Fel
2015-05-10, 12:41 AM
These remind me a bit of Pathfinder's Style Feats (http://www.d20pfsrd.com/feats/style-feats), although that may just be because of the themeing and organization. It's tough to say what direction you should go in with feats like these, since there's only a few of them right now but if you want to expand them to include more weapon types that would probably help.

As far as inspiration, Sorcerer bloodlines and Bloodrager Bloodlines give a good sense of how PF tends to organize things like this. I'm leery of giving these easy to sorcerers since they don't really need the help and they seem more martially focused to begin with.

That's actually where I'm starting. I'm basing the aesthetic on Styles, and I've been looking at bloodlines because they're the basic concept; I just want something with a martial application to it rather than "You have magical lineage, so enjoy some neat spells and spell-likes."


The initial feats (Giant-blood and Plant Blood) are pretty much just a tax. There isn't much of anything that being giant type or plant type gets you unless you're actually that type, in which case it comes with a whole slew of abilities that range from piss poor to extremely potent depending on type.

Yeah. I wasn't sure about that; I didn't know if there was any material only available to a given type. Perhaps I could fold some additional effect into those to make them more desirable, like a Jotunbrud equivalent on Giant or a Light Fortification-type thing on Plant. I dunno.


The Giant feats seem like lots of fun, but a bit on the powerful side. All day Xd6 damage to every enemy in 30 ft. just gets nasty when you have flight (or someone to carry you), and the only downside is 1d6 irresistible damage? Sign me up.

I was going for both fun and powerful, yeah, but not too powerful. I suppose a minimum fall damage might help, but it would also make the feat super-situational - and thus undesirable. One of the things I'm looking for is desirability - feats that you would actually want to spend a feat slot on.


Plant type needs a feat that lets you entangle enemies you hit.

Hmm. I did have an idea of a Plant Blood feat that causes the character to excrete some kind of sticky sap, but I wasn't sure how I'd make that function. I don't want to make it a separate action, because any action you have to spend on a special ability is one you can't spend on actually killing things, and that turns into a needless balancing act. I could always make it on an unarmed attack, but as noted, I'd like to give more support to armed melees, not just Monks.

Maybe a Giant Blood feat to let you use oversized weapons? (I think there's already one of those, though.) Maybe a Plant Blood feat that extends your reach by 5 feet? I dunno. I'm throwing stuff out as it occurs to me, here.

I also thought about bringing in other types. Not Dragons, Dragons are overdone. Maybe Magical Beasts? Could give something that upgrades visual range, for ranged mundanes.

Extra Anchovies
2015-05-10, 02:37 AM
Hm. I like the concept.

Giant Blood is a silly tax feat. Maybe let people with the feat count as one size larger for CMD?

Giant Fist... I see very little reason to take this. There's a ruling somewhere that a character can only benefit from one actual size increase and one effective size increase, and Improved Natural Attack is easier to qualify. It's only good for characters with three or more natural attacks (or unarmed characters with two or more other natural attacks), because that that point it's better feat economy than INA for each of your weapon types.

Emergency Dismount is barely useful for Medium or smaller creatures, because most mounted characters will also have a lance, which happens to be a reach weapon. If they're 10 feet away on their horse, they're outside your reach, which means you can't attack them (and thus can't unhorse them, either). And giving your unarmed strikes the Brace property is not worth a feat, really.

Dynamic Landing is pretty darn cool. I like the fact that it's slow fall, but in a feat, but the feat is one worth taking. However, two concerns about the impact-landing part of this feat:
1. What's the reasoning for it only affecting enemies? It's not like the shockwaves ignore people if they're friends with the person who created the shockwaves. It should affect all creatures within 30 feet, á la most other AoE damage effects (fireball, etc). Also, 30 feet is pretty huge, but it's situational so the large radius is okay.
2. The damage is uncapped. Combine this with a frequently-usable means of teleportation (say, an item of at-will Dimension Door), and your combat strategy is "fall on people a bunch of times". I'd cap it at 20d6, much like how normal fall damage is capped there.

Plant Blood is a silly tax feat as well. Maybe have it grant a resistance to poison/disease? Somewhere around +4 untyped to saves against them would probably be good.

Thorn Fist is okay. Changing the damage type of your unarmed strikes is pretty meh, and there's no reason to use the thorns in a flurry because they're lower damage than unarmed strikes. The ability to attack with both as a standard action is okay, but they usually won't have as much damage as you'd get out of a two-handed weapon with Power Attack and Furious Focus. The main draw (for me at least) two more natural attacks for builds with lots of on-hit damage; I'd use spare feat slots to nab this and its prerequisite on a TWF Bard (two extra attacks can add up with Inspire Courage/Arcane Strike, and Knowledge Devotion if 3.P), or maybe a Rogue/Ninja.

Red Fel
2015-05-10, 09:23 AM
I took your suggestions into account. I added features beyond merely pseudo-typing to the base feats, and added a bit extra to Giant Fist. I've also thrown in a few new Plant feats, and started up the Beast Blood tree.

As always, comments requested and welcomed.

Elricaltovilla
2015-05-10, 09:30 AM
Beast Blood and Beast Senses combine to be really strong. You can get two new class skills, a new movement type, a +2 bonus to a bunch of skills and a +4 bonus to a different skill, always taking 10 on Perception or some of those other skills is amazing. Oh, and don't forget ghost touch.

You might want to scale that back a bit actually.

Extra Anchovies
2015-05-10, 09:37 AM
I like Plant Sap and Vine Arms.


Beast Blood and Beast Senses combine to be really strong. You can get two new class skills, a new movement type, a +2 bonus to a bunch of skills and a +4 bonus to a different skill, always taking 10 on Perception or some of those other skills is amazing. Oh, and don't forget ghost touch.

You might want to scale that back a bit actually.

Also, the immunity to Charm/Hold/Dominate Person (and similar spells) is not to be overlooked.

Red Fel
2015-05-10, 09:38 AM
Beast Blood and Beast Senses combine to be really strong. You can get two new class skills, a new movement type, a +2 bonus to a bunch of skills and a +4 bonus to a different skill, always taking 10 on Perception or some of those other skills is amazing. Oh, and don't forget ghost touch.

You might want to scale that back a bit actually.

Yeah, I figured they'd be a bit excessive. I might turn some of those benefits into a feat that's up one tier. Any suggestion as to how I can pare them back and still make them functional? I could take the class skills out of the base feat, which still gives a broad spectrum of skill bonuses. Not sure what I should do about the other one, though. Thoughts?


Also, the immunity to Charm/Hold/Dominate Person (and similar spells) is not to be overlooked.

So in other words, I should lose the "be treated as X when it benefits you" thing, since that removes them from the Humanoid category?

I'm not sure that's as big a deal, given that there are a number of non-Humanoid races (e.g. Aasimar, Ifrit), but yeah, I suppose making it available to everybody could seriously mess things up a bit.

Elricaltovilla
2015-05-10, 09:42 AM
Yeah, I figured they'd be a bit excessive. I might turn some of those benefits into a feat that's up one tier. Any suggestion as to how I can pare them back and still make them functional? I could take the class skills out of the base feat, which still gives a broad spectrum of skill bonuses. Not sure what I should do about the other one, though. Thoughts?

Remove the class skill from the first feat. Remove the Take 10 and +4 bonus from the second. You'll still be on the strong side, but going the other route wouldn't make these combat feats.

Red Fel
2015-05-10, 09:59 AM
Remove the class skill from the first feat. Remove the Take 10 and +4 bonus from the second. You'll still be on the strong side, but going the other route wouldn't make these combat feats.

Point. And while I don't need them to be combat feats per se, I do think they should give more benefit to mundanes than casters if possible.

Question: If I remove the Take 10, do I also remove the movement speed upgrades? If memory serves, any creature with a Swim or Climb speed gains a racial +8 to the skill, and can always take 10 anyway.

I could just turn Beast Senses into a "gain one class skill" feat, and have an Improved Beast Senses (need a better name, some of these aren't senses) that grants additional stuff. You think?

EDIT: And modified accordingly.

Elricaltovilla
2015-05-11, 07:20 AM
Improved Beastial Nature still says it improves the skill bonus from Beastial Nature, but bestial nature no longer provides bonuses to skills.

Red Fel
2015-05-11, 08:46 AM
Improved Beastial Nature still says it improves the skill bonus from Beastial Nature, but bestial nature no longer provides bonuses to skills.

Where did I put that? I thought I revised it to say that it improves the skill bonus from Beast Blood, not Bestial Nature. In fact, I thought the only reference to Bestial Nature in IBN was that you had to choose the same animal aspect. Am I missing where I put it?

Also, I feel like I should add something more to this. Maybe something that grants pounce or somesuch?

Also, what type should I explore next? Aberration, perhaps? I'm still percolating on these concepts.

Elricaltovilla
2015-05-11, 09:01 AM
C'mon, you're Red Fel. You know what you need to do next.

Red Fel
2015-05-11, 09:31 AM
C'mon, you're Red Fel. You know what you need to do next.

I've started on it, but I admit I'm running into a bit of a roadblock. My own biases are likely to manifest in this particular part of the project.

See for yourself.

EDIT: I just realized that Elemental is a type, independent of Outsider. I should probably separate that into its own thing, huh?

Elricaltovilla
2015-05-11, 09:57 AM
You should probably split the outsider ones up into their different subtypes. There are a lot (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders) of different outsiders.

Red Fel
2015-05-11, 10:03 AM
You should probably split the outsider ones up into their different subtypes. There are a lot (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders) of different outsiders.

Yeah. I basically decided I'd pick the alignment Outsiders, and nuts to the rest. The problem is that if I pick a separate one for every Outsider subtype, (1) I'll be here all week, and (2) a player could theoretically take multiple bloodlines. I may be okay with mixing Bloodline feats (although the current default is "just one, please"), but I'm substantially less okay with mixing different Outsider Bloodlines. I figure I'll just go with the eight alignments (TNs get nothing, because they never invite me to their parties), and give a power for each one, similar to how I did Magical Beasts.

Alternatively, I could code it by plane, rather than by creature. That works, right?

Extra Anchovies
2015-05-11, 05:21 PM
The Elemental feats all look pretty great. Tapping the Power is strong but not necessary, which makes it worth gating behind 2 feats. Tapping the Power (Shadow) is a bit weak next to the others, though. If it granted Hide in Plain Sight they'd all be pretty even.
Also,
You were expecting heart?Got a pretty good laugh out of me :smallsmile:

Red Fel
2015-05-11, 07:14 PM
The Elemental feats all look pretty great. Tapping the Power is strong but not necessary, which makes it worth gating behind 2 feats. Tapping the Power (Shadow) is a bit weak next to the others, though. If it granted Hide in Plain Sight they'd all be pretty even.
Also,Got a pretty good laugh out of me :smallsmile:

Yeah, I plan to expand those. I was trying to decide whether Air should grant Flight, maybe Earth could grant Tremorsense, stuff like that. I'm still tinkering, feeling it out. I agree that Shadow is weak, but I thought a higher miss chance would be a bit too powerful for a two-feat chain. Perhaps a third feat. Alternatively, I might make separate branch-out feats for the different elements. I'm still open to ideas.

You think HiPS is worth the two-feat shot, and I should put a bigger miss chance on a later feat?

Extra Anchovies
2015-05-11, 07:45 PM
Yeah, I plan to expand those. I was trying to decide whether Air should grant Flight, maybe Earth could grant Tremorsense, stuff like that. I'm still tinkering, feeling it out. I agree that Shadow is weak, but I thought a higher miss chance would be a bit too powerful for a two-feat chain. Perhaps a third feat. Alternatively, I might make separate branch-out feats for the different elements. I'm still open to ideas.

You think HiPS is worth the two-feat shot, and I should put a bigger miss chance on a later feat?

Sounds good. Maybe there could be a third feat in the chain that does the following:

Air: Fly speed
Earth: Tremorsense
Fire: Fire resistance 20; +1 point per die on all fire damage dealt by you
Water: (no ideas here, sorry)
Heart Shadow: 20% miss chances from concealment become 50%; 50% miss chances become [50%, roll twice and use worse result, cancels out with Blind-Fight to one roll].

Red Fel
2015-05-11, 09:06 PM
Sounds good. Maybe there could be a third feat in the chain that does the following:

Air: Fly speed
Earth: Tremorsense
Fire: Fire resistance 20; +1 point per die on all fire damage dealt by you
Water: (no ideas here, sorry)
Heart Shadow: 20% miss chances from concealment become 50%; 50% miss chances become [50%, roll twice and use worse result, cancels out with Blind-Fight to one roll].

Okay. I updated and expanded.

I changed Fire to Endure Elements, because I can't think of what other kind of passive buff to add while keeping the later feat desirable. Air gets a flight speed, Earth gets tremorsense, Fire gets a scaling fire damage that overcomes Fire Resistance, Shadow gets miss chance. Water was tricky, so I threw a bunch of things at it. Maybe I could switch it to Fortification?

Extra Anchovies
2015-05-11, 09:20 PM
Okay. I updated and expanded.

I changed Fire to Endure Elements, because I can't think of what other kind of passive buff to add while keeping the later feat desirable. Air gets a flight speed, Earth gets tremorsense, Fire gets a scaling fire damage that overcomes Fire Resistance, Shadow gets miss chance. Water was tricky, so I threw a bunch of things at it. Maybe I could switch it to Fortification?

Huh. I really liked the +1d6 fire damage on all attacks. Light fortification sounds pretty good for Water, though. What I meant by the suggestion for Unleashed Potential (Fire) was something that would add +1 point of damage per die whenever you dealt fire damage (e.g. the Tapping the Power fire damage would increase to +1d6+1, and a CL 7 fireball cast by you would deal 7d6+7).

PoR
2015-05-11, 09:25 PM
The outsider feats seem a little bit too strong compared to most feats.

Especially the one that gives you an equivalent of Divine Grace.

Red Fel
2015-05-11, 09:33 PM
Huh. I really liked the +1d6 fire damage on all attacks. Light fortification sounds pretty good for Water, though. What I meant by the suggestion for Unleashed Potential (Fire) was something that would add +1 point of damage per die whenever you dealt fire damage (e.g. the Tapping the Power fire damage would increase to +1d6+1, and a CL 7 fireball cast by you would deal 7d6+7).

Yeah, I thought about that. I may switch it back; Endure Elements is a bit weak compared to the rest. But I don't want to do the +1 to Fire damage, because, for most mundanes, their fire weapons are pretty much their only source of fire damage (with the exception of a few specific things). I specifically want abilities which won't get looked at as "caster boosts," and +1 per die of damage is pretty much only useful for casters.

I'm still tweaking it, though.


The outsider feats seem a little bit too strong compared to most feats.

Especially the one that gives you an equivalent of Divine Grace.

Yeah, the Outsider ones are actually really strong, I think. Admittedly, they involve a feat wall to get there, but some are fairly potent. I'm open to more ideas; I only picked Divine Grace because I couldn't think of anything uniquely LE to go with. Perhaps some of those should get slapped on the advanced feat instead, I dunno.

I also want to get away from the "feat chain" model, if possible, to better distinguish these from Style Feats. So I'll need to come up with more stuff, and make it less dependent on Touching the Soul or Tapping the Power.

As always, comments requested and welcomed.

Extra Anchovies
2015-05-11, 09:52 PM
Yeah, I thought about that. I may switch it back; Endure Elements is a bit weak compared to the rest. But I don't want to do the +1 to Fire damage, because, for most mundanes, their fire weapons are pretty much their only source of fire damage (with the exception of a few specific things). I specifically want abilities which won't get looked at as "caster boosts," and +1 per die of damage is pretty much only useful for casters.

I'm still tweaking it, though.

Hm. That's a fair point. Adding CL damage to fire spells vs +1 damage per attack means casters will almost always come out ahead. Not sure how to balance this, really. I agree with you about Endure Elements, though.

qazzquimby
2015-05-11, 11:00 PM
If you make an undead heritage I can almost guarantee it will see play in my game.

Zaydos
2015-05-12, 12:34 AM
Defining abilities of LE Outsiders in 3.5 (not familiar enough with PF):
See in Darkness.
Highest SR of evil outsiders (typically 12 + CR instead of 8 + CR for Demons).
Fear auras.

Of these, I'd say maybe some sort of fear aura ability might work.

Zireael
2015-05-12, 06:53 AM
I'm digging these, especially outsider and elemental. Vine Arms is cool, too!

And I'd love to see an undead version ;P

Red Fel
2015-05-12, 08:15 AM
Hm. That's a fair point. Adding CL damage to fire spells vs +1 damage per attack means casters will almost always come out ahead. Not sure how to balance this, really. I agree with you about Endure Elements, though.

Yeah. Like I said, still tweaking Fire. I have a few ideas, though. Mostly involving adding more Fire-based damage tricks. (Maybe Flaming Burst, Dazzling, some immunities?)


Defining abilities of LE Outsiders in 3.5 (not familiar enough with PF):
See in Darkness.
Highest SR of evil outsiders (typically 12 + CR instead of 8 + CR for Demons).
Fear auras.

Of these, I'd say maybe some sort of fear aura ability might work.

Fear Aura. I likey. This is gonna be a thing!


I'm digging these, especially outsider and elemental. Vine Arms is cool, too!

Thanks! I'm just hoping they're useful, but not brokenly overpowered. I'm really trying for mundane utility. I love ToB/PoW, but I readily acknowledge that a lot of that stuff stretches from "cool swordsmanship" into "blade magic," and I want to make these seem relatively mundane. (Except for some of the Outsider stuff, but I guess that's kind of unavoidable.)


And I'd love to see an undead version ;P


If you make an undead heritage I can almost guarantee it will see play in my game.

And I know my next project! :smallbiggrin:

Mehangel
2015-05-12, 07:00 PM
Can you make a Dragon Martial Bloodline? Maybe have it require choosing a single energy type such as Fire, Cold, Electricity, Acid, and Sonic? (Mostly because in one my campaigns I play a character with heritage to a dragon that has a sonic breath weapon). Thanks...

Red Fel
2015-05-12, 07:37 PM
Can you make a Dragon Martial Bloodline? Maybe have it require choosing a single energy type such as Fire, Cold, Electricity, Acid, and Sonic? (Mostly because in one my campaigns I play a character with heritage to a dragon that has a sonic breath weapon). Thanks...

It's tempting. I've given it thought. There are a few things stopping me, like the fact that I already have an Elemental Bloodline, and the fact that there's just so much Dragon-stuff out there. I mean, the Dragon Style (http://www.d20pfsrd.com/feats/combat-feats/dragon-style-combat) feat (http://www.d20pfsrd.com/feats/combat-feats/dragon-ferocity-combat) chain (http://www.d20pfsrd.com/feats/combat-feats/dragon-roar-combat) is a thing, and I don't need to go there.

I could probably come up with a few things. They'd likely be more than a bit overpowered, though. I'll scratch the old gray cells and see what falls out. In all likelihood, it would be more flying reptile than elemental fury, but I could probably sneak an energy type into a feat or two.

Homebrewing is hard, yo. I'm trying to stay conscious of balance issues, as well as trying not to recreate stuff that's already there.