Racial Feat(s)


Homebrew and House Rules


Ok, I created a race of beings that are known for the loud, boisterous voices and being able to use them as weapons, cause fear, or inspire courage. I was wondering if I should make one feat or many different feats for this?


Spyder25 wrote:
Ok, I created a race of beings that are known for the loud, boisterous voices and being able to use them as weapons, cause fear, or inspire courage. I was wondering if I should make one feat or many different feats for this?

There's a 3rd party race on the d20pfsrd called the Oakling which has specific racial feats. I'd say go for making the feats, but don't make it overpowered.


Racial feats can really set a race apart from the herd. Versions of basic feats can be written to reflect particular takes on the race's unique features, playing off the fluff and crunching bits. Whether emphasizing an entry in the traits or fleshing out a line in the description feats can really make a race shine.


I checked out the Oakling race and the racial feats, and I think I'll make the feats for my race. The questions are: How do I go about doing this? And how do I keep them from being overpowered?

The feats that I have in mind are:

Shattering Howl
Using your voice you can cause sonic damage to items, weapons, and armor within a 15ft cone.

Screaming Blast
Screaming Blast is the ultimate vocal weapon of your race. Using your voice you can cause sonic damage to enemies within a 15ft cone.

Doom Bellow
Upon hearing your Doom Bellow, your enemies within a 15 ft radius will be shaken with fear.

Yelling Frenzy
Yelling Frenzy sends you into a rage that inspires your comrades with courage for a number of rounds.

The main prerequisite for the feats will be the race that they're meant for, which are the Groot. I also want the feats to be Con based, being that you have to have a certain Con. Score to acquire these feats, using these calls or yells takes a toll on the user. I'm also thinking of making it that you have to take subdual damage using them. This is all that I really have for these feats, all feedback would be appreciated.

The Groot can be found HERE.

Dark Archive

give the feats a save for half damage. something like 10+1/2hd+con mod

let them use a total number aof yells a day equal to their con mod. maybe give them 1 more yell per day per "yell feat"


Name Violation wrote:

give the feats a save for half damage. something like 10+1/2hd+con mod

let them use a total number aof yells a day equal to their con mod. maybe give them 1 more yell per day per "yell feat"

That would work. This might be a stupid question, but do items get saves? I honestly can't remember. Also, would a Con of 15 be good for a prerequisite for the feats?

Dark Archive

yep, items get saves.
unattended objects may auto-fail tho (cant remember). look at the spell shatter for reference


Name Violation wrote:

yep, items get saves.

unattended objects may auto-fail tho (cant remember). look at the spell shatter for reference

Ok, awesome. I thought they got saves, but wasn't sure. I'll look into the shatter spell and then flesh out the details more for the feats, and then I'll post to see what everyone thinks.


Still working on these feats, and I have some ideas more for this race and other races I have created.


Ok, so I decided against making the yell feats for the Groot because they seemed to overpowered and too much like bard abilities. I have started working on other racial feats for the Groot which will be posted when they are finished.

In the meantime, here are some racial feats for the STRIGOI.

Ghostly
The strigoi was fused with the essence of a ghost at the time of creation, they have a measure of that being’s power.
Prerequisites: Strigoi, 1st level only
Benefit: The strigoi can invoke their ghostly power for a number of rounds per day equal to their level, fading from vision and becoming a ghostly, incorporeal figure. While incorporeal they gain all the usual benefits associated with that special quality, but may still strike from ‘beyond’ with magical weapons or spells, just as they can be attacked with such abilities, though these do half damage in both directions.

Ghoulish
The strigoi was created using parts of a ghoul and has some greater measure of that being’s power.
Prerequisites: Strigoi, 1st level only
Benefit: The goulish strigoi has stubby claws on the ends of their fingers that resemble brittle and broken, overgrown nails. These are a natural weapon doing 1d4 damage and they also carry the paralysis of a full ghoul’s touch. The DC to resist this paralysis is 10 + the strigoi’s level. Undead and constructs are immune to this effect which lasts 1d4 rounds.

Vampiric
The strigoi was created from a ritual using the blood of a vampire and has some measure of that creature’s power.
Prerequisites: Strigoi, 1st level only
Benefit: This strigoi has small, pointed fangs, no use as a normal melee weapon but which they can use to drain blood and life force. A vampiric strigoi can feed upon a grappled opponent; if the strigoi establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The strigoi heals 5 hit points up to its normal, full hit points. This continues as long as the target remains pinned.

Wraith Touched
The strigoi was fused with the essence of a wraith at the time of creation, they have a measure of that being’s power.
Prerequisites: Strigoi, 1st level only
Benefit: The strigoi can attempt an energy drain against an enemy as a touch attack, if successful the target must make a Fortitude save against a DC of 10 + (Level divided by 2, round down) + Charisma modifier or they’re sickened and the strigoi heals 5 hit points up to their normal maximum.

Zombified
The strigoi is the result of the living being going through the zombification processes before reanimation. This is the most common form of strogoi.
Prerequisites: Strigoi, 1st level only
Benefit: Zombified strigoi gain damage reduction 5/Slashing, making them extremely resilient and sought after as mercenaries and guards.

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