Heritage Feats for a home game

Post/Author/DateTimePost
#1

haferka

Jan 23, 2010 22:26:37

I just started playing in a home game.. first day.. we were given a small book.. of custom rules.. mostly new or modified races. The biggest complain from the players, including myself.. was that the custom races prevented us from using alot of the d&d content since it is tied to those races. After alot of work.. I modified a huge chunk of the dms book.. (as seen below).. I converted the races to "standard" player races, and added a heritage feat for each of them, The heritage feats grant most if not all of the abilities that the dm originally invisioned.. so I "think" he will like the update. But i wanted to get some feedback before I show up with this new document.. and try to "sell him on it".

The old doc, was completly unballanced.. some races "human" being unchanged.. while others gained huge power increases.. without any cost. I will be trying to get the dm to make the heritage feats "optional".. but if not.. i was trying to make them as balanced as possible .. I imagine he will just let everyone get a free heritage feat.


Character Creation Rules


Races Allowed:  Human, Dwarf, Elf, Halfling, Gnome, Half-elf, Eladrin, Half-orc, Gnoll, Wilden
Some of the Heritage Feats below will allow you to count as a second race for the purposes of meeting prerequisites. Those races include: Deva, Genasi, Gnome, Tiefling and Warforged
Required Feat: You Must choose a Heritage feat from this document.


Heritage Feats
Aquarian Heritage
Prerequisite:  Elf
Benifit:  You gain a +2 racial bonus  to Athletics skill checks. You gain access to the Swift Current genasi racial power(Forgotten Realms Player's Guide), but you expend the use of one of your racial encounter powers to use it. You count as a watersoul genasi for the purpose of meeting prerequisites.


Tarphoon Heritage
Prerequisite: Halfling
Benifit:  You gain a +2 racial bonus  to skill checks related to riding. While mounted your mount gains access to the Earth Shock genasi racial power(Forgotten Realms Player's Guide), but you expend the use of one of your racial encounter powers to use it. You count as a earthsoul genasi for the purpose of meeting prerequisites.


Dorlink Heritage
Prerequisite:  Halfling
Benifit:  You can take the Vistani heritage feat (Dragon Magazine) even tho you already have a heritage feat, as long as you meet the other prerequisites.


Glan Heritage
Prerequisite:  Gnome
Benifit:  You gain a +1 racial bonus to Reflex and Will defenses. You gain a +1 racial bonus to off-hand weapon attack and damage rolls.


Giant Heritage
Benifit: You can wield two-handed weapons as if they were one-handed weapons with the versatile property. In addition, you deal an extra 1 point of damage when you roll damage for any weapon.


Falgarmek Heritage
Prerequisite: Dwarf, Dwarven Fortress(Falgarmek) Region
Benifit: You gain a +1 racial bonus to primal attack powers. In addition, you gain a +2 racial bonus to Nature and Perception skill checks.


Glandar Heritage
Prerequisite: Dwarf, Dwarven Fortress(Glandar) Region
Benifit: You gain a +3 racial bonus to stealth checks. You gain access to the Fade Away gnome racial power(Player's Handbook 2), but you expend the use of one of your racial encounter powers to use it. You count as a Gnome for the purpose of meeting prerequisites.


Bofnalduum Heritage
Prerequisite: Dwarf, Dwarven Fortress(Bofnalduum) Region
Benifit: You gain a +1 racial bonus to Intelligence checks and Intelligence-based skill checks. You can pick one weapon that you have proficiency with to use as an implement for any class.


Marazbek Heritage
Prerequisite: Dwarf, Dwarven Fortress(Marazbek) Region
Benifit: You gain a +2 racial bonus to Insight and Perception checks. You gain proficiency with the kukri but loose your dwarven weapon training racial feature. You gain a +1 racial bonus to Charisma checks and Charisma-based attack skill checks.


Anurode Heritage
Prerequisite: Dwarf, Dwarven Fortress(Anurode) Region
Benifit: You gain a +1 racial bonus to Strength-based and Constitution-based skill checks. You can use your second wind as an immediate interupt the first time you are bloodied in an encounter, instead of as a minor action.


Valwhurgyth Heritage
Prerequisite:  Dwarf, Dwarven Fortress(Valwhurgyth) Region
Benifit: You gain a +3 racial bonus to Perception skill checks.You gain resist 5 cold. At 11th level the resistance improves to 10 cold. At 21st level, the resistance improves to 15 cold. You count as a windsoul genasi for the purpose of meeting prerequisites.


SunHeart Heritage
Benifit: You gain a +1 racial bonus  to Wisdom checks and  Wisdom-based skill checks. You gain access to the Radiantpulse power, but you expend the use of one of your racial encounter powers to use it. You count as a firesould genasi for the purpose of meeting prerequisites.


Radiantpulse SunHeart Racial Heritage Power
Your body exudes a radiant aura.
Encounter * Fire, Radiant, Healing
Immediate Reaction  Close Burst 1
Trigger: An enemy hits you with a melee attack, or an adjacent ally becomes bloodied
Target: All enemies in Burst
Effect: Allies in the burst recover your Special modifer in hit points.
Attack:  Special vs. Reflex
Increase to +2 at 11th level, and to +4 at 21st level.
Hit: 1d6 + Special modifier fire damage.
Increase to 2d6 + Special fire damage at 11th level, and to 3d6 + Special modifier damage at 21st level. If the triggering enemy is in the area deal addition radiant damage equal to your Special modifer.
Special: When you gain this power, choose an Strength, Constitution, Dexterity, Intelligence, Wisdom or Charisma as the ability score you use when making attack rolls and damage rolls with this power. This choice remains throughout your character's life and does not change the power's other effects.


Dreamkin Heritage
Benifit: You gain access to the Memory of a Thousand Lifetimes deva racial power (Player’s Handbook 2), but you expend the use of one of your racial encounter powers to use it. In addition, you gain a +1 racial bonus to Initiative and Insight skill checks. You gain resist 5 psychic. At 11th level the resistance improves to 10 psychic. At 21st level, the resistance improves to 15 psychic. You count as a deva for the purpose of meeting prerequisites.


Dreamborn Heritage
Benifit: You gain a +5 racial bonus  to saving throws against fear and illusion and the Dreams Unveiled power. You  are considered a shadow creature for the purpose of effects that relate to creature origin.


Dreams Unveiled Dreamborn Racial Heritage Power
Your reach into your foes minds and reveal their worst nightmares.
Encounter * Psychic, Fear, Illusion
Minor Action  Close Blast 3
Target: All enemies in Blast
Effect: Allies in the burst recover your Special modifer in hit points.
Attack:  Special +2 vs. Will
Increase to +4 at 11th level, and to +6 at 21st level.
Hit: Target takes a -1 to all defenses and you can slide the target 1 square (save ends).
Special: When you gain this power, choose an Intelligence, Wisdom or Charisma as the ability score you use when making attack rolls and damage rolls with this power. This choice remains throughout your character's life and does not change the power's other effects.


Blacksouled Heritage
Benifit: You gain the Aura of Unease and resist 5 fire. At 11th level the resistance improves to 10 fire and you gain the Infernal Wrath tiefling racial power (Player’s Handbook). At 21st level, the resistance improves to 15 fire. You count as a tiefling for the purpose of meeting prerequisites.


Aura of Unease aura 1 ;  any creature that starts its turn in the aura takes -1 penalty to attack rolls until the start of next turn.


Crystalborn Heritage
Benifit: You gain the Living Construct and Unsleeping Watcher warforged racial traits (Eberon Player’s Guide). In addition,  you gain access to the Warforged Resolve racial power(Eberron Player's Guide), but you expend the use of one of your racial encounter powers to use it. You count as a warforged for the purpose of meeting prerequisites.


Souleater Heritage
Benifit:  You gain a +2 racial bonus  to Heal and Insight skill checks. You gain a bonus to your healing surge value equal to your highest ability modifier. In addition, you gain the Expose Soul racial power.


Expose Soul  Souleater Racial Heritage Power
Your reach into your foes minds and reveal their worst nightmares.
Encounter * Fear, Spirit
Minor Action  Close Burst 5
Target: You and All creatures in Burst
Effect: You and all creatures are dazed (save ends) and immobilized until the end of your next turn. You gain a +2 to this saving throw.


Darakin Heritage
Prerequisite:  Gnoll
Benifit:  You gain a +2 racial bonus  to Athletics skill checks. When you make an Athletics check, roll twice and use either result. You gain the Claw Fighter (Dragon Magazine) Feat.
Special: Any reference to claw or Bite should be changed to bone blades.


Talfors Heritage
Prerequisite:  Wilden
Benifit:  When you use a polymorph power on yourself, you can choose to become small in size. You gain a +2 bonus to Stealth checks.  At 11th level you can become tiny with polymoph powers which increases your stealth bonus to +4. In addition, you gain the Initiate of the Old Faith Feat (Player's Handbook 2), or any Druid feat if you are already a druid.


 

#2

generalhenry

Jan 24, 2010 12:16:42
these four strike me as OP, the rest look fine.




Glan Heritage
Prerequisite: Gnome
Benifit: You gain a +1 racial bonus to Reflex and Will defenses. You gain a +1 racial bonus to off-hand weapon attack and damage rolls.


Giant Heritage
Benifit: You can wield two-handed weapons as if they were one-handed weapons with the versatile property. In addition, you deal an extra 1 point of damage when you roll damage for any weapon.

Bofnalduum Heritage
Prerequisite: Dwarf, Dwarven Fortress(Bofnalduum) Region
Benifit: You gain a +1 racial bonus to Intelligence checks and Intelligence-based skill checks. You can pick one weapon that you have proficiency with to use as an implement for any class.

Blacksouled Heritage
Benifit: You gain the Aura of Unease and resist 5 fire. At 11th level the resistance improves to 10 fire and you gain the Infernal Wrath tiefling racial power (Player’s Handbook). At 21st level, the resistance improves to 15 fire. You count as a tiefling for the purpose of meeting prerequisites.



Aura of Unease aura 1 ;  any creature that starts its turn in the aura takes -1 penalty to attack rolls until the start of next turn.