Asgetrion
|
I would like to do racial feats, and they are part of my plans, but at the moment, I need to focus on updating existing rules instead of adding new ones. That said, feel free to post suggestions, I just might do some mining here for get me started.
Jason Bulmahn
Lead Designer
Paizo Publishing
Hmmm... how about these two quick suggestion? (Don't mind the "flavour" text -- I wrote those in a minute or two ;)
DWARVEN TOUGHNESS
Your stamina is exceptional even among your resilient race.
Prerequisites: Toughness, Fort +5, and you must be a dwarf
Benefit: You gain +5 Hit Points and +2 Hit Points per level. Every time you gain a gain a level, you get +2 Hit Points. These effects replace the benefit from Toughness, and do not stack with them.
ELVEN BLADESONG
You have mastered the famous Bladesong-fighting style, that few even among your long-lived race have learned.
Prerequisites: Weapon Focus (Rapier) or Weapon Focus (Long Sword), BAB +6 and you must be an elf
Benefit: You add use your INT Bonus instead of your STR Bonus to attacks with a rapier or a long sword.
| Gnome Ninja |
GNOMISH SPONTANEITY
Your wild and free personality allow you a bit of flexibility in your spellcasting.
Prerequisites: Able to spontaneously cast 3rd level arcane spells, must be a gnome
Benefit: Once per day, you may expend an unused spell slot of at most one level lower than the highest-level spell you can cast to cast any spell on your class spell list. The spell cast must be of the level of the expended slot or lower.
SirUrza
|
In before "THATS 4E TALK WE DON'T WANT THAT" type of post. Yeah, some racial feats would be greatly appreciated.
Racial feats predate 4E. :)
The FRCS feated both racial and regional feats. You could be an Elf from Evermeet and would have feats coming from one or the other. :)
| Rhishisikk |
As far as racial feats go,
1) I'd like to steal a page from Dawnforge, and have the power of races improve with class level. Something like bloodlines from Unearthed Arcana. I'm thinking more along the lines of choosing feats like Barbarian rage powers or Rogue training rather than flat bonuses, though.
2) I'd like to see half-X have the choice of their main race's bonus or the human bonus, but only if it's an agonizing choice.
3) I'd like to see Sorcerers have the choice between their main race's bonus and a bonus allowed by their sorcerer bloodline. Again, this shouldn't be an automatic choice.
4) I'd like to see Nualla (Rise of the Runelords: Burnt Offerings) able to be implemented by some sort of 'Bloodline Infusion' Feat, representing an influx of new blood/power, again with agonizing choices. This also covers a number of things like the half-dragon ritual.
5) I'd like to see the more disruptive abilities, like Unearthly Beauty, require prerequisites. Either X racial powers or X charisma powers, something like that.
6) I'd like to see something that actually supports the favored classes of the race, but not the same picks for all races that support wizards. By the same token, each race should also have stuff that all classes will find useful.
7) I'd like to see the Level Adjustment races either:
A) broken into level one bonuses and the rest as racial bonuses, or
B) less special later, so that lower LA races equal (and I'd prefer outshine) them. Disclaimer: I prefer option A, as it balances everything across all levels.
8) If there's time, I'd like to see non-adventuring bonuses. After all, that barkeep and the stable boy have races, too.
Asgetrion
|
Here are a couple of additional suggestions (again, just quick thoughts and quickly written). I'm not sure about that 'Human Versatility' -- it may be pretty useless in the game? Feel free to comment! :)
FORTUNE'S FAVORITE [Racial : Halfling]
The gods of fortune and luck smile on you, and you often manage to turn a desperate situation or a peril into a triumphant success.
Prerequisites: Ref save +5, and you must be a halfling
Benefit: Once per day you can reroll any saving throw, initiative or attack roll, and you take the higher result of the two.
HUMAN VERSATILITY [Racial : Human]
Humans are widely known for their many-fold talents, and you have learned unusual skills during your life.
Prerequisites: You must be human
Benefit: Pick any skill from the skill list, even a class-exclusive skill. That skill becomes a class-skill for you, regardless of your character class.
ACADEMIC BACKGROUND [Background : All]
You have spent a lot of time during your life reading about a variety of subjects, which sometimes enables you to vividly recall answers to even the most obscure and problematic questions.
Prerequisites: You must be literate
Benefit: Once per day you can take 20 on any Knowledge Skill Check. You must decide to apply the beneits of this Feat to the check before rolling.
grrtigger
|
I'm still interested in seeing racial feats that both tie into the race's core features and support aspects of the race's favored class. Though that might be a little trickier now that each race has two favored classes. One easy place to start might be mining the Racial Paragon class levels from Unearthed Arcana, which seemed to more or less do both :D
| Anry RPG Superstar 2011 Top 16 |
As far as racial feats go,
1) I'd like to steal a page from Dawnforge, and have the power of races improve with class level. Something like bloodlines from Unearthed Arcana. I'm thinking more along the lines of choosing feats like Barbarian rage powers or Rogue training rather than flat bonuses, though.
Its not very often I run across anyone else that's actually used Dawnforge. ^^;
| Zooroos |
Hi,
Great feats Asgetrion!
My design-fu is almost nonexistant, so please fill in the gaps with your own imagination. I'm just brainstorming here:
ELVEN SORCERY: [Racial: Elves]
You have learned with the master elders a bit of natural magic, a benefit that let you cast a few spell-rhymes and words of power in moments of necessity.
Prerequisites: Charisma 11 or higher and you must be an Elf
Benefit: You gain the following spell-like abilities: 1/day — dancing lights, detect magic, mending, prestidigitation. The caster level for these effects is equal to the elf’s level. The DC for these spells is equal to 10 + the spell’s level + the elf’s Intelligence modifier.
Regards,
ZOOROOS
| Weylin Stormcrowe 798 |
Racial and Regional Feats were one of the things I really loved about the Forgotten Realms campaign book. I felt that those along with setting specific prestige classes really helped plug the character into the setting and bring the setting to life more than before.
Jason, if you and the rest of the crew can find space in the core book and campaign setting, I for one would love to see racial and regional feats become an integral part of the Pathfinder game. To a degree this has already started with feats like Shinglerunner and such.
-Weylin Stormcrowe
Asgetrion
|
Hi,
Great feats Asgetrion!
My design-fu is almost nonexistant, so please fill in the gaps with your own imagination. I'm just brainstorming here:
ELVEN SORCERY: [Racial: Elves]
You have learned with the master elders a bit of natural magic, a benefit that let you cast a few spell-rhymes and words of power in moments of necessity.
Prerequisites: Charisma 11 or higher and you must be an Elf
Benefit: You gain the following spell-like abilities: 1/day — dancing lights, detect magic, mending, prestidigitation. The caster level for these effects is equal to the elf’s level. The DC for these spells is equal to 10 + the spell’s level + the elf’s Intelligence modifier.Regards,
ZOOROOS
I don't believe you (about your design-fu), because that's a good suggestion for an Elven Racial Feat! :) It would let more "martial" elves (i.e. all non-spellcasters) to have access to minor magic, which I think is every elf's birthright.
Jal Dorak
|
I feel that most racial feats should expand the basic racial abilities. Here are a few of my ideas (EDIT: I know it is long, but I ripped this off in one go so be nice):
Dwarf
Dwarven Hardiness
Your natural resistance to poison improves.
Prerequisite: Dwarf, base fortitude save +2
Benefit: When you take ability score damage from a poison, you reduce the damage dealt by 1 point. If this would negate the damage completely, then you take no damage and no further saving throws against the poison are required.
Dwarven Spellhate
Your racial aversion to spells is especially strong in your blood.
Prerequisite: Dwarf, Cha 10, base will save +2
Benefit: Your racial bonus to saving throws against spells and spell-like abilities increases by +1. In addition, once per day if you fail a saving throw using your racial bonus, you can re-roll the saving throw, using the better of the two results. You may make the re-roll after knowing the success or failure of the first roll.
Elf
Elven Beauty
You possess a natural aura of grace and wonder.
Prerequisite: Elf, Cha 13, Int 13
Benefit: You gain a +2 bonus on Diplomacy and Intimidate checks. In addition, once per day as an immediate action you can attempt a Diplomacy or Intimidate check with no penalty to your roll for rushing the action. Otherwise this functions as a normal skill check.
Elven Bowman
Your racial proficiency with the bow is a fine art.
Prerequisite: Elf, Weapon Focus (any bow), Rapid Shot
Benefit: When using Rapid Shot or Manyshot, you take no penalty to your attack rolls if you are using a bow with which you possess the Weapon Focus feat.
Gnome
Gnomish Trickster
You are capable of fooling even the most alert of foes.
Prerequisite: Gnome, Cha 13, Spellcraft 2 ranks
Benefit: Your caster level with your racial spell-like abilities is equal to your character level. In addition, you may also use Silent Image as a spell-like ability once per day.
Gnomish Ingenuity
You have a knack for finding the right tool for the right job.
Prerequisite: Gnome, Int 13, Any item creation feat
Benefit: You may craft magic items in half the normal time required, but doing so increases the crafting cost by 125%. You may also craft items at 75% of their crafting cost, but doing so doubles the amount of time taken to craft the item.
Half-Elf
Half-Elf Parentage
You acquired stronger traits from one of your ancestors.
Prerequisite: Half-Elf
Benefit: You may select one Human or Elven racial trait to gain immediately. You also now qualify for Human or Elven racial feats.
Special: You must select this feat at 1st level.
Half-Orc
Half-Orc Parentage
You acquired stronger traits from one of your ancestors.
Prerequisite: Half-Orc
Benefit: You may select a Human racial trait, or you may gain the Orc trait of a permanent +2 bonus to strength but also daylight sensitivity. If you select a Human racial trait, you also now qualify for Human racial feats.
Halfling
Halfling Wanderer
You are used to being a vagrant, a drifter, or just a nomad.
Prerequisite: Halfling, Knowledge (local) 2 ranks
Benefit: You consume a negligible amount of resources in order to stay healthy, and can scrounge supplies for others. By making a Knowledge (local) check, you need not pay for room or board while within a populated area. Using this ability functions exactly as the Survival skill except in a populated area of a least Hamlet size.
Halfling Deftness
Your small size allows you to make accurate strikes in most situations.
Prerequisite: Halfling, Point Blank Shot, base attack bonus +4
Benefit: When making any attack roll using your Dexterity bonus as a modifier, you may make the attack while ignoring the penalties from the following conditions: firing into melee, attacking from prone, attacking in a grapple, attacking while mounted. If these conditions overlap, you only ignore one of the conditions.
Special: If for some reason you become Medium or larger, you lose the benefit of this feat until returning to Small or smaller size.
Human
Human Adaptation
Your versatile mind allows you to change your training.
Prerequisite: Human
Benefit: Upon selecting this feat, or whenever you gain a level, you can retrain your skills. You can move up to 5 ranks any time you gain a level, shifting the ranks between one skill and any other skill (including a skill you are not trained in).
Special: You cannot reduce a previously trained skill to 0 ranks.
Human Drive
Your thirst and ability for adventure is rivalled by few.
Prerequisite: Human, base attack bonus +4
Benefit: Select one class ability that is limited to a number of uses per day. You gain an extra 2 uses of this ability. If you posses more than one such ability, you may instead gain one extra use of two abilities.
Special: You may not apply this ability to spells, but you can apply it to spell-like abilities.
Special: You may select this feat multiple times, its effects can stack.
| newless cluebie |
I already mentioned the idea of backgrounds in another thread. The idea comes from the Black Company Campaign Setting, where humans are the only playable race and backgrounds act the role of racial modifiers.
My memory's a little fuzzy but an example background would have looked something like this:
Fugitive (Background)
The authorities want you for crimes you did or did not commit. As a result, you have become skilled at getting away from your pursuers.
Benefit: Constantly being on the run has made you hardy and quick to react. You gain a +1 bonus to all Fortitude and Reflex saves.
Background Skills: You gain 4 skill points to divide as you choose among Disguise, Escape Artist, Gather Information, and Stealth. These become class skills. Each level beyond 1st, you gain 1 additional skill point to place in any one of these skills.
Bonus Feat: You gain either Elusiveness or Run as a bonus feat.
There's a bunch of them for different professions and walks of life. They let you improve in skills that should logically come naturally, but they also give you some added flexibility and flavor.
Updated for PRPG and balanced against other 1st-level feats, the same background might be balanced by removing the central benefit or the bonus feat. I think the idea works better if backgrounds are separate from feats, though. They necessarily lose some sort of benefit (and thereby flavor) when rebalanced in this way.
Here are some others that I can remember:
Adventurer, Beggar, Bureaucrat, Commoner, Criminal, Engineer, Entertainer, Hunter, Mage's Apprentice, Merchant, Priest, Scholar, Smuggler, Soldier, Thug
I'll post 'em if you guys are interested.
Edit: Better yet, just look at this preview.
| Zooroos |
Great feedback is going on here, nice! :D
See what do you think of this:
TAINT OF THE DARKLANDS [Racial : Elf]
You have a dark secret, a terrible power that runs through your veins: Drow blood. Be it a distant heritage or a strange mutation at birth, you can call some of the Drow loathsome powers your own.
Prerequisites: You must be an elf (obviously not a Drow)
Benefit: Your Low-light Vision gets replaced by Darkvision out to 60 feet, and you can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the player's character levels.
Regards,
ZOOROOS
Robert Brambley
|
This is a great idea.
For some of the specific ideas in regards to Race-based traits/feats, we can use some of the ideas that DDO characters receive as they advance in level and can take as their Action Points - that are based on the characters race.
The increased poison save for a dwarf is one iconic example.
Robert
| KaeYoss |
From me an emphatic NO to races that keep getting abilities all the time (or even just up to 10th level) - Because if I don't like what they did to a race ("No way are MY elves treehugging savages, or MY dwarves surface-dwellers") it just gets harder to change it (you basically have to create a new core class)
But an even equally emphatic YES to racial feats.
I could also live with substitution levels.
Asgetrion
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From me an emphatic NO to races that keep getting abilities all the time (or even just up to 10th level) - Because if I don't like what they did to a race ("No way are MY elves treehugging savages, or MY dwarves surface-dwellers") it just gets harder to change it (you basically have to create a new core class)
But an even equally emphatic YES to racial feats.
I could also live with substitution levels.
My suggestion would be to give a Racial Feat at every second level, *or* you could choose between picking a "normal" Feat or a Racial Feat. In any case I would keep the number of "heavily-flavored" Feats to a minimum, because I think the PF Core Rules should work in any setting.
Asgetrion
|
Here are three more Racial Feats. Feel free to comment and/or criticize! :)
* * *
ANCESTRAL HATRED [Racial : Dwarf, 1st level]
Ever since the time of your ancestors first founded your clan, your people has defended their halls against hordes of monsters. Years of training and grudge-born hatred have honed your skills to employ effective combat tactics against your clan's traditional enemies.
Prerequisites: 1st level, and you must be a dwarf
Benefit: Choose a creature type, such as Undead or Aberration. You receive +1 to melee attack rolls and +1 Dodge Bonus to your Armor Class against all creatures of this type.
Special: You can only take this feat as a 1st level character
DWARVEN ARTISAN [Racial : Dwarf]
You have learned the secret techniques used by the master smiths of your clan. Given enough time, you can work wonders out of stone or steel.
Prerequisites: You must have 5 Ranks in any Craft skill related to metal or stone, and you must be a dwarf
Benefit: You may halve all the costs for creating stone or steel items (even Masterwork Items), and whenever you Take 20 on any Craft skill check related to stone or steel, you may double the Silver or Copper Piece result of your daily or weekly progress.
UNNATURAL BEAUTY [Racial : Elf, 1st level]
Even among the people of your wondrous race, you possess unearthly grace and beauty that awes all mortals who behold you.
Prerequisites: 1st level, CHA 13+, and you must be an elf
Benefit: You treat Bluff, Diplomacy and Intimidate as class skills, and receive +1 Competence Bonus to all skill checks with these skills. Once per day, you can also Take 20 on any Bluff, Diplomacy or Intimidation check. You have to declare that you're using this ability before rolling the die.
Special: You can only take this feat as a 1st level character
EDIT: I think Jal's version would be a better one and more in balance than this. Yet I would still add Bluff to his 'Elven Beauty' *and* I would also suggest giving all the "interaction" skills as class skills.
* * *
NOTE: I was also considering that 'Unnatural Beaty' -- and any other mechanically similar Racial Feats -- would let you reroll attacks/damage rolls/skill checks/saving throws (whichever the Feat applied to), but I'm not sure whether it would be too beneficial.
Also, I was thinking of "Racial Feat Trees" that would let you "upgrade" the benefits, such as getting bigger bonuses or rerolls. Would it be a good idea, or would it be better if all the Racial Feats were equally "beneficial"?
Any thoughts?
Asgetrion
|
Great feedback is going on here, nice! :D
See what do you think of this:
TAINT OF THE DARKLANDS [Racial : Elf]
You have a dark secret, a terrible power that runs through your veins: Drow blood. Be it a distant heritage or a strange mutation at birth, you can call some of the Drow loathsome powers your own.
Prerequisites: You must be an elf (obviously not a Drow)
Benefit: Your Low-light Vision gets replaced by Darkvision out to 60 feet, and you can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the player's character levels.Regards,
ZOOROOS
Hmmm... I would rename it to 'TAINTED BLOOD' ('Darklands' feels too "flavorful" for my taste) and I'd add some sort of "social stigma" (i.e. penalty) to it -- maybe even -5 to all Bluff and Diplomacy checks in situations in which your heritage is revealed? Or maybe you would treat all interaction checks in such conditions as if you had rolled 1 (not a natural 1, though)? Otherwise it's nice. :)
Asgetrion
|
I was taking a look at those 4E Racial Feats, and that got me thinking: what if Racial Feats could be organized into "Feat Trees" so all of them could "upgraded" via the following simple mechanics:
BASIC level: +1 to two rolls/+2 to one roll.
IMPROVED level: Once per day you may reroll any roll related to the abilities given in the basic level of the feat.
GREATER level: Your bonus from the basic level scales with your level, so that you get a bonus of +LVL/4 to any rolls related to the abilities given in the basic level of the feat. This bonus stacks with any bonuses from the basic level of the feat (to the maximum of +6 at 20th level).
For example:
* * *
*DWARVEN HATRED [Racial: Dwarf, 1st level]
You clan has fought many bitter battles against your enemies, and you have been trained to fight them in effective ways.
Prerequisites: 1st level, and you must be a dwarf
Benefit: Choose a creature type, such as Undead or Aberration. You receive +1 to melee attack rolls and +1 Dodge Bonus to your Armor Class against all creatures of this type.
Special: You may only take this feat as a 1st level character
*HATRED OF THE BLOOD [Racial: Dwarf, 5th level]
Your clan has fought many battles against their hated enemies, and your blood boils at the sight of them.
Prerequisites: 5th level, Dwarven Hatred, and you must be a dwarf
Benefit: Once per day you may re-roll a melee attack roll against the enemy your Dwarven Hatred bonus applies to. You must accept the result of this second roll, even if it is worse than the first one.
*ANCESTRAL HATRED [Racial : Dwarf, 11th level]
Ever since the time of your ancestors first founded your clan, your clan has defended their halls against hordes of monsters. Years of training and grudge-born, bitter hatred have honed your skills to employ effective combat tactics against your clan's hated enemies.
Prerequisites: 11th level, Hatred of the Blood, and you must be a dwarf
Benefit: You receive an additional bonus of +1 bonus/4 levels to melee attack rolls and the dodge bonus to your armor class against the enemies your Dwarven Hatred applies to. These additional bonuses stack with the bonuses from your Dwarven Hatred.
* * *
This way your Racial Feats would truly matter at higher levels, too.
Any thoughts? Are three Feats too much for such a "Feat Tree"?
Asgetrion
|
I was also thinking that maybe Racial Feats should also include a lot of "Take twenty" or re-roll options (once/day) for attack, damage and saving throws? For example, like that 'Fortune's favorite'-Feat I posted above.
Should the "Feat Tree" system I posted above be mainly reserved for "regular" and combat feats?
Any thoughts?
Asgetrion
|
*BATTLE CHARGE [Racial: Dwarf]
Your battle-fury enables you to charge swiftly to the heart of the fray.
Prerequisites: CON 13+, and you must be a dwarf
Benefit: You may move up to 60 feet as part of any Charge action, even while wearing heavy armor. You may move up to 30 feet as part of any Partial Charge action, even while wearing heavy armor.
*HOLD THE BRIDGE [Racial: Dwarf]
Proudly you hold the line against swarms of enemies to protect your clansmen and friends.
Prerequisites: STR 13+, BAB +2, Power Attack
Benefit: Whenever you are adjacent to two or more enemies, you receive +1 Morale Bonus to you attacks for one round.
*LAST DEFENDER [Racial: Dwarf]
You are utterly loyal to your clan and your friends, defending them to death if need be, no matter how many enemies stand in your way.
Prerequisites: STR 13+, BAB +4, Power Attack, Cleave, Hold the Bridge, and you must be a dwarf
Benefit: Whenever you are adjacent to two or more enemies, you receive +1 Morale Bonus per 4 levels (max. +5 at 20th level) to you attacks for one round. This bonus stacks with the Morale bonus from 'Hold the Bridge'.
*PRIMAL ASSAULT [Racial: Half-Orc]
With a primal cry you rush at your enemies, unleashing the hidden anger and strength seething in your orc blood.
Prerequisites: STR 15+, BAB +6, Power Attack, and you must be a half-orc
Benefit: Whenever you charge, you may double your Strength bonus to damage. This added bonus counts as enhancement bonus, and does not stack with any bonuses of the same type.
Shisumo
|
BLOOD VENGEANCE (Racial)
Prerequisites: Hatred racial feature, defensive training racial feature.
You have struggled against your people's ancient enemies for as long as you can remember. Even among your race's great heroes, your skill in opposing your racial foes is renowned.
Benefit: The attack bonus from your hatred class feature is raised by +1, and the AC bonus from your defensive training is increased by +2.
Asgetrion
|
*GRACEFUL STEP [Racial: Elf]
You are comfortable in the wilderness, moving through even the most difficult terrain with ease and grace elves are famous for.
Prerequisites: DEX 13+, and you must be an elf
Benefit: You receive +2 Racial Bonus to Stealth and +10 to your Movement Rate for calculating your daily traveling progress.
(NOTE: Yes, this one is blatantly stolen from 4E ;)
Asgetrion
|
*AXE DEFENDER [Racial: Dwarf]
Your mastery of dwarven battle techniques enables you to mercilessly hack at your foes, while still being able to use your axe effectively to shield yourself from their blows.
Prerequisites: DEX 13+, BAB +1, Weapon Focus (Greataxe, Battleaxe or Hand Axe), and you must be a dwarf
Benefit: Whenever you use Full Attack action in combat and you're wielding a Greataxe, Battleaxe or Hand Axe, you receive +2 Dodge Bonus to your AC for one round.
*HAMMERSMITER [Racial: Dwarf]
You know how to wield you hammer in battle to strike mighty blows when your enemies let their guard down.
Prerequisites: STR 13+, BAB +3, Power Attack, Weapon Focus (Warhammer, Light Hammer or Maul), and you must be a dwarf
Benefit: Whenever you use Full Attack action in combat and you're wielding a Warhammer, Light Hammer or Maul, you receive +2 bonus to all your damage rolls for one round.
(NOTE: The names and "fluff" of these Feats suck, but I think they would be mechanically and thematically pretty sound as Racial Feats for dwarves -- 'Hammersmiter' might need some tweaking, as I'm not yet sure how useful that +2 to damage is, in the end.)
Jal Dorak
|
Asgetrion:
That is a good point about Bluff, it probably should be part of the Natural Beauty (it isn't that they are good liars, just that you are more inclined to believe them!).
Not sure about the class-skill additions, as in Pathfinder the result is slightly different than in 3.5. I would say yes to Pathfinder, no in 3.5.
I also enjoyed your ideas about the progression - perhaps a simple feat:
Racial Exemplar
You are a shining beacon of your race, exemplifying all the typical characteristics of those of your kind, as well as other elements of your person related to your ancestors.
Prerequisite: 9 HD, must have original racial type, must not be augmented subtype
Benefit: All of the numerical bonuses granted by your race increase by 1 (including ability score bonuses but not penalties). If you have low-light vision the distance is doubled. If you have darkvision you gain +30ft to your vision. Humans selecting this feat gain an additional skill point per level.
Special: If you have more than one original race (such as a Half-Orc or Half-Elf) you can select this feat multiple times. It's effects apply to one race of your choice each time you take this feat.
Special: If you gain a template or subtype you retain the benefits of this feat but only if you retain your basic racial bonuses.
Racial Phoenix
You are a pinnacle of your kind, and have experienced things other members of your race only dream of. This has changed you - made you better, stronger, and faster than others of your race.
Prerequisite: 15 HD, Racial Exemplar, must have original racial type, must not be augmented subtype
Benefit: All of the numerical bonuses granted by your race increase by 1 (including ability score bonuses but not penalties). Your base speed improves by +10ft (if you have more than one base speed each improves). In addition, certain races receive a special bonus:
Dwarf
Go ahead, give it your best shot!
Benefit: You gain racial DR 3/adamantine. This stacks with all other damage reduction you may possess.
Elf
My people are one with magic.
Benefit: Select one arcane spell of 1st or 2nd level. You may use this spell as a spell-like ability a number of times per day equal to your highest ability score bonus and using that ability score for the save DC. Caster level equals HD.
Gnome
I swear I left it around here somewhere.
Benefit: You have something you need whenever you need it. Once per day, you can use a full-round action to search your equipment for an item you do not possess worth up to 350gp. Make a Search check against DC 15. If you succeed you find the item, if you fail you do not. In either case you must have the money available to pay for the item, and you expend the resources required.
Half-Elf
They won't recognize me.
Benefit: You may reroll one of the following checks (even after failing) a number of times per day equal to your charisma bonus: Bluff, Disguise, Gather Information, Hide, Move Silently
Half-Orc
Me smash your face!
Benefit: When attacking with a melee weapon you may make one attack per day per point of strength bonus that ignores a targets AC from armor or shields.
Human
I'm one in a million, but I am the one that matters to you!
Benefit: Once per day you may declare any roll you are about to make a natural 20, gaining all the benefits thereof. This only applies to d20 rolls, and only rolls made by you.
Special: If you have more than one original race (such as a Half-Orc or Half-Elf) you can select this feat multiple times. It's effects apply to one race of your choice each time you take this feat. This feat stacks with the benefits of the Racial Exemplar feat.
Special: If you gain a template or subtype you retain the benefits of this feat but only if you retain your basic racial bonuses.
Asgetrion
|
Here's a tip to all who are interested in designing Racial Feats: FR Campaign Setting, Races of Faerûn and (apparently? I don't own it) Eberron Campaign Setting all have Regional and/or Racial Feats that could be modified and "tweaked" for PF races. I also recall a Dragon article or two dealing with this issue (there were Racial/Cultural Feats for Greyhawk, at least?) but can't recall in which issues.
NOTE: You can "tweak" those Feats to fit almost any race, as long as they feel thematically "right" -- one of the Human Feats I posted was based on an FR Regional Feat ('Cosmopolitan') and another for dwarves on a Racial Feat for Grimlocks! ;)
Asgetrion
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NOTE: I "stole" these Feats from another thread, so they're not my own ideas (although I tweaked them a bit). Also, the "flavour texts" suck big time, but I just didn't feel very inspired as I'm writing this. :(
*CUNNING AIM [Racial: Halfling, 1st level]
Throwing and slinging stones is a universal sport among halflings, and you've practised your aim since childhood.
Prerequisites: DEX 13+, and you must be a halfling
Benefit: You get +1 racial bonus to attack rolls with any thrown weapons you are proficient in.
Special: You can only take this Feat at 1st level
*IMPROVED CUNNING AIM [Racial: Halfling]
You are not only an expert at thrown weapons, but occasionally you also get exceptionally lucky with your ranged attacks.
Prerequisites: DEX 15+, BAB +3, Cunning Aim, and you must be a halfling
Benefit: Once per day, you can re-roll any attack roll with any thrown weapons you are proficient in. You get to pick the better result of the two rolls. You must declare that you're using this action before rolling for damage.
*GREATER CUNNING AIM [Racial: Halfling]
Years of practise have honed your aim and you're famous for it among your people.
Prerequisites: DEX 15+, BAB +6, Cunning Aim, Improved Cunning Aim, and you must be a halfling
Benefit: You get +1 racial bonus per every 4 levels to attack rolls with any thrown weapons you are proficient in. This bonus stacks with the bonus from Cunning Aim.