Seaweed Leshy

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Organized Play Member. 633 posts. 5 reviews. 2 lists. 2 wishlists. 1 Organized Play character.




Great pics all, but Ileosa's portrait link has a typo and should be 1021 instead of 10210.

Looking forward to my copy arriving. :D


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Inspired by the recent kitsune thread over in the Rules forum, but in an effort not to clog it up more than it already is, I figured I'd go ahead and make a list of Racial feats and whether or not I personally think they are usable with Racial Heritage. To save time and space, I will exclude all feats from non-humanoid races as being obvious (with few exceptions where it may be in question), including but not limited to: aasimar, fetchling, gathlain, ghoran, ifrit, oread, suli, sylph, tiefling, and undine. Most of these are straightforward enough that I just provide a one word answer but notes are provided where I think them appropriate. As you may notice, Orcs and Half-Orcs have the most racial feats, but giants tend to have the most powerful. Fortunately for game balance, most giant feats have been written to require the giant subtype rather than just the race (so I didn't include them in the list), but there are still a couple very powerful options. Goblins and Ogres also get a bunch of nice feats, as do gnomes and dwarves.

Feedback is welcome but please note that I intentionally started this thread in the General Discussion section. =]

Adaptive Fortune: No, it requires a racial trait.

Agile Tongue:
Your long pink tongue is capable of manipulating small items and even stealing objects.

Prerequisites: Grippli.

Benefit: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.

Yes. It's funny, but humans can indeed have long pink tongues, plus gripplis are humanoid and have no racial traits or abilities that mention their tongues being special in any way that a human's couldn't be. If anything, it's actually more plausible that a human could use Agile Tongue than a grippli because gripplis are only about 2ft tall while humans are roughly 3x that amount. Strange anatomy either way, but I know which body I'd think more likely to have 10ft reach.
Amplified Rage: Yes.
Ankle Biter: Yes.
Arcane School Spirit: Yes.
Arcane Talent: Yes.
Attuned to the Wild: Yes.
Aversion Tolerance: No, vampires are no longer humanoid; they have become undead. I won't mention any further vampire feats.
Bat Shape:
Your powers of transformation have been honed to the point where you can wholly become a bat.

Prerequisites: Cha 13, werebat-kin.

Benefit: You can take the form of a bat whose appearance is static and cannot be changed each time you assume this form. You gain a +10 racial bonus on Disguise checks to appear as a bat. Changing from werebat-kin to bat shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.

If you wear a bat pelt (see page 31), you may choose to adopt a form resembling the bat whose skin you wear instead of your normal bat form.

By technical reading of the rules-text, someone could say yes, but the flavor-text strongly implies that the intent is no. The first line says "your powers of transformation" and "wholly become", heavily implying that you must already have the ability to partially turn into a bat. There is some debate about how important flavor-text is for determining how feats work, but with intent this blatant, I would personally say that using Racial Heritage to acquire this feat would be against RAW, and would require a house-rule to allow.
Battle Singer:
Your battle songs can drive your fellow goblins to new heights of frenzy.

Prerequisites: Goblin, bardic performance class feature.

Benefit: When using bardic performance to inspire courage in allies, you can choose to sing in Goblin—allies who do not speak Goblin gain no benefits from this performance. Allied goblins who hear your battle songs become more energetic and brave, and thus add the bonus granted by your inspire courage ability to all saving throws as a morale bonus.

Yes. The feat is even helpful enough to tell you how it works in combination with non-goblin allies.
Beast Rider: Yes.
Bewildering Koan: Yes.
Black Cat:
Bad luck befalls those who dare to cross you.

Prerequisites: Catfolk.

Benefit: Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack to reroll it with a –4 penalty. The opponent must take the result of the second attack roll. This is a supernatural ability.

Special: If you take this feat and don’t already have all black fur, your fur turns completely black when you takes this feat.

Debatable. Humans usually don't refer to their hair as fur, but I don't know of any scientific or logical reason why they wouldn't be equivalent. I would allow it.
Blood Beak: No, it requires a racial trait.
Blood Drinker, Blood Feaster, Blood Salvage: Yes. Gross, but yes.
Blood Tide: No, sahuagin are not humanoids, they are monstrous humanoids. I won't mention any further sahuagin feats.
Blood Ties: Yes.
Blood Vengeance: Yes.
Bloodmarked Flight: No, it requires that you use a racial ability to function.
Blundering Defense: Yes.
Born Alone:
You are so tough and vicious that you killed and ate the rest of your litter while still in the womb.

Prerequisites: Orc.

Benefit: Whenever you kill or knock unconscious an opponent with a melee attack, you gain temporary hit points equal to your Constitution bonus (minimum 1) until your next turn. These temporary hit points do not stack. You do not gain this bonus if the opponent is helpless or has less than half your Hit Dice.

Debatable. Humans don't usually refer to their young as a litter but the term could be used (probably with disparaging intent) to describe twins, triplets or more. Since the flavor-text and name of the feat do not have any impact on the actual functionality, I am inclined to allow it. It appears to be simply a suggestion of backstory instead of a required backstory.
Born of Frost:
You exude a chill that can harm other creatures.

Prerequisites: Frost giant.

Benefit: Your natural weapons and unarmed strikes deal an additional 1d6 points of cold damage. Creatures that strike you with natural weapons or unarmed strikes take 1 point of cold damage.

Yes, frost giants are humanoids and anyone can deal unarmed strikes or gain natural attacks. The feat does not require a specific feature of frost giants.
Breadth of Experience: No. Even though it is possible for a human to live past 100 years of age, it is very unlikely. There is no way to reconcile that with the feat saying, "still young for your kind".
Bred Commander: Yes.
Brewmaster: Yes.
Brutal Grappler: Yes.
Bullying Blow: Yes.
Burn! Burn! Burn!: Yes.
Burrowing Teeth: No, it requires Tunnel Rat, which in turn requires a racial trait.
Carrion Feeder: Yes.
Casual Illusionist: No, it requires a racial trait.
Catfolk Exemplar:
Your feline traits are more defined and prominent than those of other members of your race.

Prerequisites: Catfolk.

Benefit: You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in one of the following ways. You choose the manifestation when you take this feat, and cannot change it later.

Enhanced Senses (Ex): If you have low-light vision, you gain the scent catfolk racial trait. If you have the scent racial trait, you gain low-light vision.
Fast Sprinter (Ex): You gain a 10-foot racial bonus to your speed when using the charge, run, or withdraw actions. If you have the sprinter racial trait, your racial bonus to speed when using the charge, run, or withdraw action increases to a 20-foot bonus.
Sharp Claws (Ex): If you do not have the cat’s claws racial trait or the claws of the beast manifestation from the Aspect of the Beast feat , you gain the cat’s claws racial trait. If you have either the cat’s claws racial trait or the claws of the beast manifestation, your claw damage increases to 1d6.

Special: You can take this feat multiple times. Its effects do not stack. Each time you select it, you must choose a different manifestation.

Yes, but without other means, a human cannot benefit from the first choice. Nothing stops the other two choices from working.
Caustic Slur: Yes.
Cautious Fighter: Yes.
Childlike:
Your resemblance to a human child tends to make others trust you, perhaps more than they should.

Prerequisites: Cha 13, halfling.

Benefit: You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on Disguise skill checks to pose as a human child, and ignore the check penalties for disguising yourself as a different race and age category while doing so.

Yes. It might sound funny at first but there are actually quite a few adult actors who are well paid for their naturally youthful looks.
Chilled Rock: No, it requires a special ability.
Claw Pounce:
You can charge and make an attack with your paws.

Prerequisites: Str 13, Dex 15, Nimble Striker, base attack bonus +10, catfolk, cat’s claws racial trait or Aspect of the Beast (claws of the beast manifestation).

Benefit: When you make a charge, you can make a full attack with your claws.

Normal: Charging is a special full-round action that limits you to a single attack.

Yes, but only if you first take either Catfolk Exemplar to gain the cat's claws racial trait or take Aspect of the Beast.
Cleave Through:
You are ferocious at hewing smaller opponents.

Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +11, dwarf.

Benefit: When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional Cleave attack(s) as long as it meets all the other prerequisites.

Normal: You may only make additional attacks with Cleave against creatures you threaten when you make your initial attack.

Yes, but on an unrelated note, this feat's flavor-text seems to imply that your targets should be smaller than you, which I'm not sure is actually intended as a rule. It's especially awkward considering some GMs might rule that dwarves are smaller than most other medium creatures.
Cloven Helm: Yes
Combat Distraction: Yes
Commander of Goblinkind:

You employ ruthlessness and malice to command other races of goblinoids to do your bidding.

Prerequisites: Cha 13, hobgoblin.

Benefit: You receive a +5 competence bonus on Knowledge (local) checks and Charisma-based skill checks regarding other goblinoids. If you have the Leadership feat, treat your leadership score as 2 higher when taking followers or a cohort with the goblinoid subtype.

I don't think so. It speaks of "other goblinoids" in the flavor text AND the Benefit text. While you count as a hobgoblin for the purposes of taking feats, Racial Heritage does not actually grant you other subtypes so you do not become "goblinoid".
Cooperative Rend: No, it requires a special attack.
Corrupted Flesh:

You have sickened, rotting flesh from some deformity or vestigial limb that has turned fetid and necrotic, yet refuses to heal or fall off.

Prerequisites: Con 15, 6 HD, ogre.

Benefit: You gain the stench special ability (DC 10 + 1/2 your HD + your Constitution modifier).

Yes, ogres are humanoid and this ability only adds a special ability; it does not require any.
Courageous Resolve: No, it requires one of two racial traits.
Dangerous Tail: No, the flavor-text says you train your tail to become a weapon. It does not give you a tail to use.
Dark Adept: No, the flavor-text AND the Benefit text speak of "additional" and "new" spell-like abilities. As a human, you don't have SLA's for the feat to add to. If those two words were not there, I would say yes.
Deafening Explosion: Yes.
Deathless Initiate: Yes.
Deathless Master: Yes.
Deathless Zealot: Yes.
Demoralizing Lash: Yes.
Dented Helm: Yes.
Derro Magister: No, the flavor-text AND the Benefit text speak of "additional" spell-like abilities. As a human, you don't have SLA's for the feat to add to. If those two words were not there, I would say yes.
Desperate Swing: Yes.
Destroyer's Blessing: Yes.
Dire Bat Shape: In my opinion, no. See "Bat Shape" above for my reasoning.
Discerning Eye: Yes.
Diverse Palate: Yes.
Dog Killer, Horse Hunter: Yes.
Dog-Sniff Hate: Yes.
Draconic Aspect:

You possess some of the qualities of your dragon ancestors.

Prerequisites: Kobold.

Benefit: Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose one of the following chromatic dragon types: black (acid), blue (electricity), green (acid), red (fire), or white (cold). Your scales take on the color of that dragon, and you gain resistance 5 to the dragon color’s corresponding energy type.

Special: If you have the dragon-scaled racial trait, your scale color does not change and you gain a +1 natural armor bonus instead.

Debatable. Humans generally don't have scales, but it could be argued that some skin conditions (or inherited genetic traits) could grant them. Personally, I'd probably allow a player to take this, but I'm not confident that it would be RAW.
Draconic Breath: Debatable. See "Draconic Aspect".
Draconic Glide:

You possess draconic defenses and wings that allow you to glide.

Prerequisites: Draconic Aspect, kobold.

Benefit: You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet you fall.

Special: If you have the gliding wings racial trait, you don't need to make a Fly check to glide, and you can move 10 feet laterally for every 20 feet you fall.

Debatable. See "Draconic Aspect". It does not depend on any pre-existing feature of kobolds and instead specifically causes you to grow anatomy that you wouldn't otherwise have.
Draconic Magic: Debatable. See "Draconic Aspect".
Draconic Paragon: Debatable. See "Draconic Aspect".
Drow Nobility: No, it requires the ability to use drow spell-like abilities.
Earth Child Style: No, it and its enhancement feats require a racial trait.
Earthtouched: Yes.
Effortless Trickery: Yes.
Elven Accuracy: Yes.
Elven Battle Training: Yes.
Elven Spirit:

Although you are of mixed heritage, you are closer to your elven relatives and the magic in their blood flows freely in your veins.

Prerequisites: Half-elf.

Benefit: You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, you receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Alternatively, you can instead gain any one racial trait that elves can exchange for the elven magic racial trait.

Special: You can only take this feat at 1st level. If you take this feat, you cannot take the Human Spirit feat.

Yes, and this seems to actually be a way to open up access to some other feats that require elven racial traits.
Empathy: No, its function specifically requires that you have a special quality.
Exile's Path: Yes.
Expanded Resistance: No, it requires a racial trait.
Extra Croaking: No, it requires a special ability.
Extra Feature: No, it requires a special ability.
Extra Gnome Magic: No, it requires racial spell-like abilities.
Fast Change: No, it requires a special ability.
Feline Grace.: Yes.
Ferocious Action, Ferocious Resolve, Ferocious Tenacity: No, it requires a racial trait.
Ferocious Summons: I think so. The flavor-text references ferocity but doesn't seem to require the racial trait. Anyone can be fierce.
Fetid Breath: Yes, see "Corrupted Flesh".
Fight On: Yes.
Final Embrace, Final Embrace Horror, Final Embrace Master: No, naga and serpentfolk are not humanoids. Serpentfolk are monstrous humanoids but that's not the same thing. I won't mention any further serpentfolk feats. You may be able to find another way to gain the constrict special attack to qualify (such as with the Anaconda's Coils), but not through Racial Heritage.
Fire God's Blessing: Yes.
Fire Hand: Yes.
Fire Tamer: Yes.
Flame Heart: Yes.
Focusing Blow: Yes.
Foment the Blood: Yes.
Fortunate One: No, it requires a racial trait.
Fox Shape: Debatable. I think so.
Giant Killer: Yes.
Giant Steps: No, it requires a racial trait.
Gift of Sight: Yes. Gross, but yes.
Gluttonous Gobbler: Yes, ogres are humanoids and it is easy to become large.
Gnawer: Yes.
Gnome Trickster: No, it requires a racial trait.
Gnome Weapon Focus: Yes.
Goblin Cleaver: Yes.
Goblin Gunslinger: Yes, but it's almost definitely not useful. It would only do you any good if you were first reduced in size.
Gore Fiend: Yes.
Gray Dwarf Magic:

You gain a new spell-like ability from the list of duergar racial traits.

Prerequisites: Duergar.

Benefit: Choose one spell-like ability that is usable once per day and is granted by a duergar racial trait you don’t have. You can use that spell-like ability once per day, with a caster level equal to your character level.

Special: You can take this feat multiple times. Each time you do, you must select a spell-like ability that’s usable once per day from a different duergar racial trait.

Debatable. The flavor-text says you are gaining a "new" spell-like ability, which can be read to mean you must already have at least one SLA. The rules-text, on the other hand, seems more lenient in that it only says you gain one from a trait you don't have, which you obviously satisfy. It seems technically allowable but against RAI.
Great Hatred: No, it requires a racial trait.
Great Rend: No, it requires a special attack.
Greater Drow Nobility: No, see "Drow Nobility".
Groundling: No, it requires a racial trait.
Grudge Fighter: Yes.
Guardian of the Wild: Yes.
Guardian of Tradition: No, girtablalu are not humanoids. They are monstrous humanoids. I won't mention any further girtablalu feats.
Half-Drow Paragon: No, it requires racial traits.
Halfling Slinger:

You have honed your racial talent for slingcraft.

Prerequisites: Halfling.

Benefit: You gain a +1 racial bonus on attack rolls made using a sling.

: Yes, I believe so. The flavor-text mentions racial talent for slingcraft but slingcraft isn't actually a racial trait. There are some sling-based traits but they aren't called out as being required.
Hard-Headed: Yes.
Helpless Prisoner: Yes.
Hobgoblin Discipline: Yes.
Horde Charge: Yes.
Human Spirit: Yes. Funny, but yes and it seems to stack with a human's extra skill ranks.
Icy Stare: Yes, see "Born of Frost".
Improved Drow Nobility: No, see "Drow Nobility".
Improved Low Blow: No, it requires a racial trait.
Improved Stonecunning: No, it requires a racial trait.
Improved Umbral Scion: No, see "Drow Nobility".
Innate Flexibility: No, it requires racial spell-like abilities.
Invoke Primal Instinct: Yes.
Ironguts: Yes.
Ironhide: Yes.
Keen Scent: Yes.
Kobold Ambusher: Yes.
Kobold Confidence: Yes.
Kobold Sniper: Yes.
Lead From the Back: Yes.
Leaf Singer: Yes.
Ledge Walker: No, it requires a racial trait.
Letter Fury: Yes.
Life-Dominant Soul:

You gain unusual resiliency from your mortal heritage.

Prerequisites: Dhampir.

Benefit: You are healed by channeled positive energy used to heal living creatures and channeled negative energy used to heal undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead, such as that from channeled energy and lay on hands.

: No, I don't think so. The rules-text says "you still take damage from positive energy used to…". Since you aren't actually a dhampir, this rule isn't met.
Life's Blood: Yes.
Light Step: Yes.
Lingering Invisibility:

You remain briefly translucent after losing invisibility.

Prerequisites: Duergar.

Benefit: When your invisibility ends, you gain concealment for 1 round per minute of duration the invisibility effect had remaining (minimum 1 round). This only occurs if the invisibility is from your racial spell-like ability or a spell you cast. Effects that negate invisibility negate this concealment.

Yes. It says it can be from a racial spell-like ability OR a spell you cast. You can easily do the latter.
Long-Nose Form: I don't think so, as humans generally don't refer to themselves as having a beak, which is a major part of the feat. Yes, there is slang but no, I wouldn't allow it.
Lucky Halfling: Yes.
Lucky Healer: No, it requires a racial trait.
Lucky Strike: No, it requires a racial trait.
Mage of the Wild: Yes.
Magical Tail: Debatable. I think so.
Master of Wonders: Yes, the Wonderseekers accept members of other races.
Merciless Magic: Yes.
Merciless Precision: Yes.
Mighty Bite: No, it requires a special attack.
Mixed Scales: Debatable. See "Draconic Aspect".
Mother's Gift:

You inherit a special boon from your hag parent.

Prerequisites: Changeling.

Benefit: Your dark legacy manifests in one of the following ways. You choose the manifestation when you choose the feat, and once selected it cannot be changed.

Hag Claws (Ex): You gain a +1 bonus on attack and damage rolls with your claws.
Surprisingly Tough (Ex): Your natural armor bonus increases by +1.
Uncanny Resistance (Su): You gain spell resistance equal to 6 + your character level.

Special: You can gain this feat up to three times. Its effects do not stack. Each time you take the feat, you must select a different manifestation.

Debatable. The flavor-text refers to your "hag parent", not "ancestor" as Racial Heritage implies. Logically, your parent would count as your ancestor but why would a hag have a non-changeling child? How would that work? There's no strict ruling to be had here and it is up to the GM. Regardless, only the third option would normally work for a human, as they don't have claws or natural armor to buff.
Multitalented Mastery: No, it requires a racial trait.
Natural Charmer: Yes.
Natural Jouster: No, centaurs are monstrous humanoids, not humanoids. I won't mention any further centaur feats.
Neither Elf nor Human:

You have removed yourself from your heritage so thoroughly that even magic does not recognize you.

Prerequisites: Exile’s Path, Seen and Unseen, character level 11th, half-elf.

Benefit: You are not considered elven or human for the purpose of harmful spells or effects based on your type, like a bane weapon or a ranger’s favored enemy class feature.

Yes. Funny, but yes.
Night Stalker: Yes, if you can get darkvision and large size.
Nimble Striker: No, it requires a racial trait.
Noble Spell Resistance: No, see "Drow Nobility".
Ogre Crush: Yes, if you become large.
Orc Hewer: Yes.
Orc Weapon Expertise: Yes.
Pack Rat: Yes.
Pass for Human: Yes. Funny, but yes. Regardless, this doesn't actually provide any benefit to most humans because they already look like a human. The Disguise bonus is only for appearing as a human instead of your actual race. The only instance where this would actually help you would be if you took Racial Heritage: Half-Elf, Exile's Path, Seen and Unseen, Neither Elf nor Human, and Pass for Human. This would lead to you appearing to be completely human while counting only as a half-elf for the purpose of bane effects and favored enemy bonuses. Devious, convoluted, and apparently legal. To take it a step further, you could start as a half-orc because they're allowed to take feats intended for humans, like Racial Heritage. ;P
Quick at Hand: Yes.
Raging Brute: Yes.
Raging Regeneration: No, it requires a special ability.
Razortusk: Yes.
Realistic Likeness: No, it requires a racial ability.
Redeemed Kobold: Debatable, see "Draconic Aspect".
Regenerate Muscles: No, it requires a special ability.
Resilient Brute: Yes.
Resolute Rager: Yes.
Risky Striker: Yes.
Roll With It: Yes. Funny, but yes.
Saddle Shrieker: Yes.
Savage Critical: Yes.
Scaled Disciple: Yes.
Scavenger's Eye: Yes.
Sea Hunter: Yes.
Seen and Unseen: Yes.
Shadow Caster: Yes.
Shadowy Dash: Yes.
Shared Insight: Yes.
Shared Manipulation: Yes.
Sharpclaw: Yes.
Sharptooth: Yes.
Shatterspell: Yes.
Sleep Venom: No, it requires a racial ability.
Slurk Rider: Yes.
Smash: Yes.
Smell Fear: Yes.
Snapping Jaws: Yes.
Sociable: Yes.
Sonic Croak: No, it requires a racial ability.
Spider Climber: Yes.
Spider Summoner: Yes.
Spirit of the Wild: Yes.
Spit Venom: Yes.
Sprinting Troll: No, it requires a special ability.
Stabbing Shot: Yes.
Steel Soul: No, it requires a racial trait.
Stoic Pose:

You can hold yourself as still as a statue, evading detection.

Prerequisites: Svirfneblin.

Benefit: By spending 5 rounds finding a suitable location, you can hold yourself so still that you appear to be a Small object such as a pile of rocks. This allows you to make a Stealth check without cover or concealment, as long as you do not move or take any other actions.

Debatable. It says you can appear to be a "Small object" and it capitalizes the word small, meaning that it is referring to the game term. Humans are generally Medium, so I would rule that you would need to be reduced in size before gaining the benefit of this feat, by RAW.
Stone Awareness: Yes, stone giants are humanoids.
Stone Magic: No, even if you had a way to survive long enough, as a human you would not have a way to gain the stone giants' spell-like abilities the rules-text references this feat being in addition to.
Stone Singer: Yes.
Stone Soul: No, humans don't have a natural armor bonus to increase.
Stone-Faced: Yes.
Storm Soul:

Your attunement to storms grants you immunity to some of their effects.

Prerequisites: Cloud or storm giant.

Benefit: You gain immunity to electricity.

Yes. Powerful, but yes.
Storm Warrior:

Your weapons channel the fury of thunderstorms.

Prerequisites: Storm Soul, cloud or storm giant.

Benefit: You can transfer the power of storms from your body to any metal melee weapons you wield, dealing an additional 1d6 points of electricity damage.

Yes. Powerful, but yes.
Stunning Croak: No, it requires a racial ability.
Sure and Fleet: No, it requires a racial trait.
Sure on Ice: Yes.
Surprise Strike: Yes.
Swift Kitsune Shapechanger: No, it modifies a special ability humans don't have.
Swift Swimmer: Not unless you can gain a swim speed.
Sympathetic Rage: Yes.
Tail Terror: Debated in the past, but generally agreed to be no. Humans do not have the right kind of "tail" to slap with, regardless of how strong it became. You would need another method of gaining a tail before being able to benefit from this feat.
Tangle Feet: Not unless you reduce your size to Small or smaller.
Tantrum: Yes.
Taskmaster: Yes.
Tenacious Survivor: Yes.
Tengu Raven Form: Yes, see "Tengu Wings".
Tengu Wings:

You can grow wings that allow you to fly.

Prerequisites: Character level 5th, tengu.

Benefit: Once per day, you can sprout a pair of giant black crow’s wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast shape I (though you do not gain any other benefits of that spell) with a caster level equal to your level.

Yes. This doesn't call out any part of tengu anatomy that humans do not possess and instead causes you to grow new anatomy as a new spell-like ability.
Terrorizing Display: Yes.
Thrill of the Kill: Yes.
Throat Pouch: No, it requires a racial ability.
Threatening Illusion: Yes.
Tough as Iron: Yes.
Toxic Recovery: No, it requires a racial trait.
Trap Wrecker: Yes.
Tree Hanger: No, you have to have a proper tail, which this feat does not provide.
Tunnel Rat: No, it requires a racial trait.
Twin Thunders, Twin Thunders Flurry, Twin Thunders Master: No, it requires a racial trait.
Umbral Scion: No, see "Drow Nobility".
Uncanny Defense: Yes.
Unusual Heritage (Changeling):

Your heritage is strange or difficult to trace, and people fear your otherworldly powers.

Prerequisites: Changeling.

Benefit: Your mother was part of a powerful hag coven, and it shows when you are near your kin. As long as you are within 30 feet of at least two other changelings, you gain a +2 bonus on concentration checks and dispel checks. If at least two of these changelings also have this feat, these bonuses increase to +4.

Special: This version of Unusual Origin is a teamwork feat.

Debatable for the same reason as with "Mother's Gift". If you can get past the story-strangeness of a hag being a human's mother (or your human mother being part of a hag coven), this otherwise would work. It's up to the GM.
Unusual Heritage (Dhampir):

Your heritage is strange or difficult to trace, and people fear your otherworldly powers.

Prerequisites: Dhampir.

Benefit: Your undead progenitor left you with more than a hint of vampiric nature. You gain a natural bite attack that deals 1d4 points of damage. Once per day upon making a successful bite attack, you can choose to deal an additional 1d4 points of bleed damage to the creature struck.

Special: You can only select this feat at 1st level.

Yes.
Unusual Heritage (Gillman):

Your heritage is strange or difficult to trace, and people fear your otherworldly powers.

Prerequisites: Gillman.

Benefit: As a so-called “Low Azlanti,” you have abilities supposedly tied to mysterious ancestors who still watch over you and your ilk. Your divination spells and spell-like abilities manifest at 1 caster level higher. In addition, once per day while fully immersed in water, you can cast augury as a spell-like ability.

Yes.
Vampiric Companion: No, it grants traits to your animal companion or familiar related to your own weaknesses, which humans don't have.
Vandal: Yes.
Vast Hatred: No, it requires a racial trait.
Veiled Vileness: Yes.
Vestigial Head: Yes.
Vulpine Pounce: No, see "Swift Kitsune Shapechanger".
War Singer: Yes.
Warleader's Rage: Yes.
Warmonger: Yes.
Well-Prepared: Yes.
Witty Feint: Yes.


That is indeed some pretty sweet terrain. 0.0


16 people marked this as FAQ candidate. 2 people marked this as a favorite.

Much has been said about this in the past but as of yet, there has not been an official ruling on the matter. There have been several threads in the Rules Questions Forum touching on this topic, but they were not formatted as FAQ requests. It is my hope that this might be the last one on the matter.

Here is the text pertaining to Outsiders, emphasis added:

Quote:

Bestiary 1 Page 309

Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet.
Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
Proficient with all simple and martial weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Here is the text pertaining to Magic Jar:

Quote:

Core Rulebook Page 309

Magic Jar

School necromancy; Level sorcerer/wizard 5

Casting Time 1 standard action

Components V, S, F (a gem or crystal worth at least 100 gp)

Range medium (100 ft. + 10 ft./level)

Target one creature

Duration 1 hour/level or until you return to your body

Saving Throw Will negates; see text; Spell Resistance yes

By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.

While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)

You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.

Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.

If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.

As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host's location.

Mandatory posts from James Jacobs:

Quote:

James Jacobs - Sep 22, 2009, 01:55 PM

Quote:

deinol wrote:

Does anyone have examples of demons or devils using Magic Jar in an adventure or source book?

Shadow demons can use magic jar as a spell-like ability.

And demonic possession is all over the place, so I'd say that demons/devils/all outsiders can use (and be used by) magic jar. They can in PFRPG and in Golarion, in any case.

Quote:

James Jacobs - Oct 7, 2012, 10:18 PM

Quote:

Ravingdork wrote:

Can you use Magic Jar against outsiders or undead?

I think yes, since the target line says "one creature" with no other limitations (it does not mention the target needing to be alive or sentient, for example).

However, I've heard others say "no" on the basis that outsiders ARE souls, and that undead don't HAVE souls.

I was hoping to get some clarification on intent.

The rules are unfortunately unclear. Logically, you would not be able to use magic jar on a creature without a soul, and so that means you shouldn't be able to use the spell on outsiders, undead, or constructs. I recommend that you lift that for native outsiders, and even allow it to work on normal outsiders, but it shouldn't work on constructs or undead at all.
Quote:
James Jacobs - Oct 7, 2012, 11:44 PM
Ravingdork wrote:
James Jacobs wrote:
Ravingdork wrote:

Can you use Magic Jar against outsiders or undead?

I think yes, since the target line says "one creature" with no other limitations (it does not mention the target needing to be alive or sentient, for example).

However, I've heard others say "no" on the basis that outsiders ARE souls, and that undead don't HAVE souls.

I was hoping to get some clarification on intent.

The rules are unfortunately unclear. Logically, you would not be able to use magic jar on a creature without a soul, and so that means you shouldn't be able to use the spell on outsiders, undead, or constructs. I recommend that you lift that for native outsiders, and even allow it to work on normal outsiders, but it shouldn't work on constructs or undead at all.
VRMH wrote:
The spell's description (which is a right mess), intermixes "soul" (which some creatures are, and others don't have at all) with "life force" (which all creatures have, otherwise they'd be inanimate objects). I imagine that since Devils can't be stripped of a soul, it is instead their "life force" that gets forced into the jar.
Do you think is it possible that the spell was originally meant to work on life forces (or animated forces) rather than souls and that it's basically just a terminology snafu? (I ask this because of it originally being written in v3.0.)

I think it's more possible that the spell was originally meant to work on creatures with souls back when the game didn't have all the extra complexity it does today. It was originally written in 1st edition... maybe even before that (can't remember off the top of my head where the spell first showed up, but it was in the 1st edition AD&D Player's Handbook for sure.

The spell is meant for you to possess a living target, not an animated target. That's the flavor the rules should be enforcing.

Quotes from Pathfinder Contributors:

Kevin Andrew Murphy - Contributor - Sep 22, 2009, 01:18 PM wrote:

I think the question that needs to be asked with souls and bodies is what exactly is the body made out of? Physical meat? Congealed ectoplasm? What?

If you chop off a tiefling's tail, you probably have a bloody severed tail. Native outsider or not, the tiefling has a regular physical body and you can unhinge the soul from it, magic jar it and so forth.

A devil? If you chop off its tail, the tail probably dissolves into smoke or something. Its body is just a manifestation of its eeeevil soul. But unhinging it from its ectoplasm might send that back to Hell, so wouldn't be a useless power.

Then look at undead. You probably can't magic jar incorporeal undead. But corporeal undead? There's no reason you couldn't take a vampire's soul out and take over his dead body for a while.

Todd Stewart, Contributor - Nov 11, 2012, 12:57 PM wrote:


Technically the lack of body-soul duality should throw a kink into certain things like magic jar, but for simplicity I generally have the spell work as intended, but twist the way or reason that it works. For instance if you magic jar into an outsider I typically have the spell work as per normal, but the outsider's soul isn't moved to the magic jar's focus, because it's inseparable from / it -is- its body. It's more that a second soul is juxtaposed and in the driver's seat temporarily.

I usually go rules as intended, even if a strict reading of outsider nature should render certain effects impossible.

Quoting myself from a recent forum thread that I participated in, but don't want to re-type and paraphrase:

Cuuniyevo wrote:

Personally, I would rule that:

1.) Outsiders cannot normally cast Magic Jar or have Magic Jar cast on them, because of the dual nature, but an allowance can be made for incorporeal outsiders due to the following exceptions: Ataxian, Belier Devil, Invidiak, Gidim, Shadow Demon, Son of Perdition and Umbral Shepherd. With the exception of the Ataxian and the Belier Devil, they are all incorporeal; meaning that they have no body for the Magic Jar to use. Without exception, they all make reference to their power of possession under their special abilities, explaining how they can do it. In particular, all but two of them explicitly say that they use their possession ability without requiring a receptacle. The only two that don't detail their ability is the Shadow Demon and the example Invidiak, a CR 19 unique being whose write-up focuses on flavor text and tactics instead of detailing her 53 spells and spell-like abilities. Only 1 of the 53 gets a write-up. In Demons Revisited (page 29), the Invidiak are described as being able to use Magic Jar (like the other Shadow Demon linked above, which is a very similar kind of being), with limitations, and it does imply that it is only able to use its possessing ability because it has no body of its own.

TL;DR, The rule as written is unclear, and I request that anyone interested in hearing an official ruling from the Pathfinder Design Team on the matter please hit the FAQ button.


Does the Surprise Round count as the first round of combat for the purposes of Advance Warning?

Pathfinder #22: The End of Eternity page 75 wrote:

Advance Warning

You can shout warnings to nearby allies, preventing them from being caught off guard.

Prerequisites: Cha 15.

Benefit: All allies within 15 feet of you are only flat-footed during the first round of combat until your first turn. This does not prevent them from being flat-footed due to other situations, like being flanked. In addition, all allies within 15 feet of you gain a +1 dodge bonus to their Armor Class against all ranged attacks. These benefits only apply to those allies who can hear and understand you.

CRB page 178 wrote:

The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.

Unaware Combatants: Combatants who are unaware at the start of battle don't get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC.

Emphasis added.

Argument against: CRB says the surprise round is before regular rounds. The terminology in Advance Warning can be interpreted as meaning it applies to regular combat rounds, as it doesn't mention surprise rounds.

Argument for: Shouting a warning is talking, which is a free action, which CRB says is allowed during a surprise round. The language 'before regular rounds' implies that the surprise round is a combat round, just not a regular one. Warning an ally that they're about to be attacked seems like exactly the sort of thing this feat is designed to do, implying RAI.


This thread is not meant to discuss Sacred Geometry as-written. There's another thread for that. This thread is to discuss ways to make a relatively usable version of it for use in home-games.

So far, I've come up with this:

1.) Rule 0 is in full effect if anyone tries to get cheeky with specific combinations.

2.) It's got 'Sacred' right in the name, so should it be Divine casters only? Wizards and Sorcerers in particular already have access to so many free magic feats that adding SG on top seems insane. Maybe denying those two classes use of it, but allowing other arcane casters could work, but I'm not sure.

3.) When using SG to apply Metamagic to a spell, no other ability or effect apart from feats with the Metamagic tag may modify the casting in any way. Exceptions to this have to meet GM approval. For instance, things that boost Concentration would be fine in my book, but the Wayang exploit would not be allowed to stack with SG.

4.) No spell may have its effective level raised above 5 during the use of SG. This allows Quicken + 1 metamagic feat that adds +1 level, but not any of the more ridiculous stacking. I don't see much harm in allowing some of the other effects to stack (still, bouncing, reach, etc.), so long as the casting duration is increased as intended. If the enemies can't interrupt a 2 round cast time, you've got bigger issues than a wonky feat. (exceptions exist, of course; see #1)

5.) Forgo all of the math pertaining to prime constants. Instead, roll a d% (or d20, if you prefer going that route) on a pre-built table to determine whether the feat is successful. Here is an example table I built, that is open to critique and adjustments (note that the top table assumes the cleric/druid/witch/wizard spell advancement while the bottom assumes the oracle/sorcerer; adjustments would have to be made for other classes):
Sacred Geometry Table

Thoughts? Suggestions? Mockery? =]


Sooooo… My brother's starting a new campaign, and I get to be one of the 4 players (yay!). One player says they want to build a melee char, one wants to build a ranged char, and one wants to build a Skald, so I figure I'll make an Oracle that can do some healing. Everything's great so far. We decide on 4d6—drop the lowest and start rolling stats… The melee player gets 16, 12, 12, 12, 11, 9, no problem. The Skald gets 16, 14, 14, 13, 12, 10, no problem. The ranged player gets 14, 13, 13, 12, 11, 11. Then I roll 16, 16, 16, 15, 13 and my last set of rolls is a 1-2-3-4. To make it interesting, I decide to drop the 4 instead of the 1, and put the resulting 6 in Constitution. Our backstories are going great, and it seems everyone likes the idea of me being a glass cannon destined for great things, if I can only survive to see the day (6hp at the moment).

Here's the issue: I'm worried that with these stats, if I'm not careful I'll become too powerful, and even though everyone's on board at the moment, the other players may be annoyed if I hog the limelight too much. On the other hand, I don't want to be a burden. So far, I'm a Halfling Oracle of Time, working with the idea of multi-classing like so: 1 level of Cleric, 1 level of Feral Hunter, 1 level of Sacred Fist Warpriest, then back to Oracle full-time. The character should have a lot of versatility without stepping on anyone's toes. The Feral Hunter level is for Druid spells and the variable Animal Focus I'll be able to apply to myself. The Sacred Fist Warpriest is for the AC bonus, Flurry of Blows (for hot slinging action), and Blessings. I'll basically always have 1st Level spells and abilities available, but the excessive multi-classing will mean I have much less power in the long run.

Is this a good idea, or am I going about this all wrong? Thanks. =]


Nice to see both of the new AP volumes getting such a warm reception. =]