So... What Shenanigans Can We Get Up to With Racial Heritage Today?


Pathfinder First Edition General Discussion

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

;P


Big Lemon wrote:
Natan Linggod 327 wrote:
Glutton wrote:
Eigengrau wrote:
Dustyboy wrote:

Half drow Orc goblin, using a torch as a weapon but it remains improvised

Has "Orc" in the title

Eventually deal 1d10+1d4+20 damage per hit

Two weapon fighting...

I'm confused on this one.

The whole "half orcs are proficient with any weapon with Orc in the name"

TORCh.

That's horrible.

Fantastic. :D

I'm still a little confused. Don't torches deal damage as a gauntlet of their size category (1d3 for medium)? Where's all this extra damage coming from?

I would like to know as well, not because I want to use it or anything (or its because of that)


thegreenteagamer wrote:
Glutton wrote:
I still like racial heritage Grippli for the 10ft long tongue the best.
Play a bard named Gene Simmons

I thought you had to be named Jar-Jar Binks . . . .


He wasn't a Bard, he was an anti-paladin, pretending to be a bumbling fool while secretly bringing about the destruction of the entire republic.


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^What, not an Anti-Bard?


Please somebody I am DYING to know how this tORCh damage works.

I figured out the Goblin part gives the 1d4 from a feat but the rest escapes me.


Dustyboy wrote:

Half drow Orc goblin, using a torch as a weapon but it remains improvised

Has "Orc" in the title

Eventually deal 1d10+1d4+20 damage per hit

Two weapon fighting...

Okay, +20 from strength, power attack, and Arcane Strike?

Level 20 you get +5 arcane Strike, +7 Strength is easy (24 Strength), 8 Power Attack (assuming 3/4th bab)
fire 1d4 damage from goblin feat
That leaves 1d10 from size boosting spells?

Liberty's Edge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Concerning stuff like Tail Slap and other things...

If the character doesn't have the physical qualities need to effect the use of the feat/ability, you can't use it. (If you don't have a Tail, you can't Tail Slap.)

So hands can get claws and skin can become scaly, but a tail doesn't sprout into being.

There was a whole thread about the Racial Heritage/Tail Slap thing. You can still do it, but would need a Monkey Belt or something else that gains you a tail to use it.


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Trogdar wrote:
Its a game, cool your jets chief.

Mark it zero!


@thaX depending on what they select and the wording, they may end up gaining said body parts or ability needed.

Look at the Agile Tongue grippli feat or the rat folk Sharpclaws,they are specific about gaining the body parts.

Look at the kitsune's Vulpine Pounce, you still need the kitsune change shape to pounce.


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A Half-Orc with Racial Heritage Changeling can be a Scarred Witchdoctor Dreamweaver.

You wont get a regular hex for quite a while, but the trade-off hexes from the archetypes are very interesting. Extra Hex comes in handy.

By third level you can enchant your Mask as an intelligent item (any regular headband enchantment, plus 500 GP to make it intelligent) The mask description indicates that aside from being an object it acts in all ways as a normal familiar would. So now you have an intelligent magic item as a familiar. Make it a Valet familiar. There's all kinds of good stuff there. You could even take the Evolved Familiar feat to give your mask tentacles it could use to move or manipulate objects with (you might need GM approval for this. If your GM says no you can always enchant the mask with the ability to move and wield items later).

You could even take the Transformation patron (transformation through pain and dreams is thematically fitting) and take Patron Familiar. That would allow your mask to shapeshift into any other Tiny Object. This could be incredibly handy. Pretty much every tool and quite a few weapons qualify as a Tiny Object (enchanting the mask as a Traveler's Anytool is an interesting idea that builds on the theme).

At tenth level you start being able to Magic Jar anything you successfully Slumber Hex. When your actual body goes inert while possessing another body your mask can just take over your body (see the intelligent item rules).

Your familiar in your body can't cast spells, but it can employ use magic device or use potions. (Investing in a few utility spell wands is a good idea with this build)

The trick of having your mask take over your body works when you are unconscious or asleep too. So you can be Resting while your familiar is Crafting or on watch. (valet familiars get your crafting feats)

If you get dominated, confused or charmed the mask can try to forcibly take over your body to keep you from endangering yourself or your allies (it will need a high Ego for this).

Dark Archive

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'Elven'* Aasimar, Scion of Humanity, Racial Heritage (Elf)
*more like Half-Elf

Apart from the fact that this allow me to play an elven character that actually has decent stats for playing a paladin. I can also say that their celestial blood comes from that of a Ghaele Eladrin from D&D more then the Ghaele Azata from Pathfinder, though these celestials seem directly comparable, by being Azata-Blooded. I can then perhaps consider playing a sorcerer to gain the benefits of a bloodline. Perhaps a crossblooded sorcerer for both the Fey and the Celestial bloodlines.

“The ghaeles are the knights errant of the eladrins. Wherever evil and tyranny raise their ugly heads, the ghaeles respond. Working behind the scenes, they quietly muster resistance and offer guidance to any creatures of good heart with the courage to stand against their oppressors. More than any other eladrins, the ghaeles are accustomed to working from behind the veil.
Ghaeles resemble tall, athletic high elves. They might easily be taken noble elves if not for their pearly, opalescent eyes and radiant aura. Of course, a ghaele may be wearing any manner of mortal guise when encountered away from Arborea.”


Doomed Hero wrote:

A Half-Orc with Racial Heritage Changeling can be a Scarred Witchdoctor Dreamweaver.

You wont get a regular hex for quite a while, but the trade-off hexes from the archetypes are very interesting. Extra Hex comes in handy.

By third level you can enchant your Mask as an intelligent item (any regular headband enchantment, plus 500 GP to make it intelligent) The mask description indicates that aside from being an object it acts in all ways as a normal familiar would. So now you have an intelligent magic item as a familiar. Make it a Valet familiar. There's all kinds of good stuff there. You could even take the Evolved Familiar feat to give your mask tentacles it could use to move or manipulate objects with (you might need GM approval for this. If your GM says no you can always enchant the mask with the ability to move and wield items later).

You could even take the Transformation patron (transformation through pain and dreams is thematically fitting) and take Patron Familiar. That would allow your mask to shapeshift into any other Tiny Object. This could be incredibly handy. Pretty much every tool and quite a few weapons qualify as a Tiny Object (enchanting the mask as a Traveler's Anytool is an interesting idea that builds on the theme).

At tenth level you start being able to Magic Jar anything you successfully Slumber Hex. When your actual body goes inert while possessing another body your mask can just take over your body (see the intelligent item rules).

Your familiar in your body can't cast spells, but it can employ use magic device or use potions. (Investing in a few utility spell wands is a good idea with this build)

The trick of having your mask take over your body works when you are unconscious or asleep too. So you can be Resting while your familiar is Crafting or on watch. (valet familiars get your crafting feats)

If you get dominated, confused or charmed the mask can try to forcibly take over your body to keep you from endangering yourself or your allies (it will need a high...

Sorry to burst your bubble but...

Quote:

Fetish Mask (Su): At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she’s enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch’s familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents.

When wearing her fetish mask, a scarred witch doctor gains a +2 circumstance bonus on Heal and Intimidate checks and gains a +2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor. If the mask is destroyed, the witch doctor can create another fetish mask (which almost immediately adopts the shocking appearance of the original) for the same price and time it takes a witch to replace a dead familiar.

At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat.

This ability otherwise functions like and replaces the standard witch familiar.

But then again, that idea seems neat and I could see myself possibly allowing it.


Deadkitten wrote:
Doomed Hero wrote:

Fetish Mask (Su): At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she’s enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch’s familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents.

When wearing her fetish mask, a scarred witch doctor gains a +2 circumstance bonus on Heal and Intimidate checks and gains a +2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor. If the mask is destroyed, the witch doctor can create another fetish mask (which almost immediately adopts the shocking appearance of the original) for the same price and time it takes a witch to replace a dead familiar.
At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat.
This ability otherwise functions like and replaces the standard witch familiar.
But then again, that idea seems neat and I could see myself possibly allowing it.

*puts on Morpheus sunglasses*

Look again.

Liberty's Edge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
zook1shoe wrote:

@thaX depending on what they select and the wording, they may end up gaining said body parts or ability needed.

Look at the Agile Tongue grippli feat or the rat folk Sharpclaws,they are specific about gaining the body parts.

Look at the kitsune's Vulpine Pounce, you still need the kitsune change shape to pounce.

A human/half-orc/half-elf/Humanized Aasimar still has a tongue. That it is not quite like a tongue that a grippli would have is not a concern, that is why you have the feat that would change that tongue to work as the feat describes.

They also have hands. Claws can manifest on those hands, just as they are on the hands of the other races that the feat was taken for. (Paws are the same as Hands for those Personifications)

You still need shapechanging, and the feat (Vulpine Pounce) specifically calls out the feat in the preregs that a human/Half-Orc/Half-Elf would not have access to since they do not have the ability to turn into human/fox form.

Grand Lodge

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Racial Heritage(Ogre) opens a lot of interesting options.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
blackbloodtroll wrote:
Racial Heritage(Ogre) opens a lot of interesting options.

I'm going to make a human magus with Racial Heritage (frost giant) and give him the Born of Frost and Icy Stare feats.

Think I will call him "Loki."

;D

Grand Lodge

It can give you stench, or an additional head.


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Pathfinder Rulebook Subscriber

Okay, say you're a half-orc. You could take Razortusk and Racial Heritage (catfolk) and then Catfolk Exemplar for sharp claws. This could be a method of getting a nasty full-attack by 5th level, or you could do something like monk to get a ridiculous number of secondary attacks.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Three feats for three natural attacks, not all of which can be combined with manufactured weapons? Seems balanced to me.

Grand Lodge

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Druid, + Racial Heritage(Ogre) + Corrupted Flesh + Pungent Stench + Improved Stench + Toxic Stench + Ability Focus + Amplify Stench = Stinkor!


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thegreenteagamer wrote:
"No. And you know what? &#*@ you, Jim, for even trying that. Get the &#*@ out of my table."

I'm glad this thread was slightly necro'ed, if only so I can make the following query:

How the hell do players end up inside your table? What causes such unmatched madness?!

Not an extremely strong use (or massive shenanigans), but since people mentioned catfolk, may I direct them to their favored class bonus for Bards? Because, you know, the Rogue doesn't get eclipsed enough as a skill monkey.

thaX wrote:

Concerning stuff like Tail Slap and other things...

If the character doesn't have the physical qualities need to effect the use of the feat/ability, you can't use it. (If you don't have a Tail, you can't Tail Slap.)

And to offer a citation.

blackbloodtroll wrote:
Druid, + Racial Heritage(Ogre) + Corrupted Flesh + Pungent Stench + Improved Stench + Toxic Stench + Ability Focus + Amplify Stench = Stinkor!

Make it a Half-Orc with squalid and/or scavenger alternate racial traits, and you could simply call yourself a murder hobo. With stereotypical stench.

The follow up question of course is "how many sessions can I RP this before my GM tries to stab me?"


Ravingdork wrote:
blackbloodtroll wrote:
Racial Heritage(Ogre) opens a lot of interesting options.

I'm going to make a human magus with Racial Heritage (frost giant) and give him the Born of Frost and Icy Stare feats.

Think I will call him "Loki."

;D

Wouldn't that be better as a bard than a magus?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I could definitely see that working, Joda.


Physically Unfeasible wrote:
thegreenteagamer wrote:
"No. And you know what? &#*@ you, Jim, for even trying that. Get the &#*@ out of my table."

I'm glad this thread was slightly necro'ed, if only so I can make the following query:

How the hell do players end up inside your table? What causes such unmatched madness?!

First I misread the statement and thought you were questioning how I ended up with any players in my groups at all, to which I was going to respond, "Not everyone is a dirty munchkin looking to bend the rules to their exact limit based upon clear ignorance of intent such as naming their sword something with 'orc' in the title for proficiency in an attempt to circumvent burning a feat on exotic weapon proficiency."

Then I reread the statement, paid closer attention to the italicized script, reread my original statement, facepalmed myself for missing the clever play on words, and laughed.

Well done, sir. Well done.


How about a Half-Giant with Racial Heritage(Halfling) who takes Underfoot Adept. At level 4, he counts as Huge to determine the max size he can trip (so he can trip Gargantuan).


Even if the size limit isn't a problem, good luck tripping a Gargantuan creature...

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