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


Pathfinder First Edition General Discussion

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So I was rummaging through some of the Pathfinder reddits and came across this gem:

Vrathal wrote:
amstrdm wrote:

True, I just find it hilarious you can (possibly) have a human with 15ft reach.

Racial Heritage is probably my favorite feat for sheer ridiculousness you can get away with with "RAW".

Super ridiculous. Especially when you look at half-orcs' Orc Blood racial: "Orc Blood: Half-orcs count as both humans and orcs for any effect related to race."

Since we're talking word rulings, you can potentially count as a human to take Racial Heritage. If you want to get even MORE ridiculous, take kitsune as the heritage, and grab Swift Kitsune Shapechanger and Vulpine Pounce. Play a wanderer monk.
At level 13, you can pounce with full flurry of blows, have eternal freedom of movement, and your half-orc can turn into a fox-man. Because why not.

What other zany things can we come up with?


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who said rogues are broken


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Well if you are going with monster feats, nothing beats Gift of sight. cut open your stomach and read your own entrails >:)
Others, like brain eater (ghoul) would be odd... Stone clinger (ropers) would be neat, dropping on idiots below and squashing them flat :)
Any goblin feat. Just because ^^
Natural charmer (damphir) is great for a human party face.
You can't forget effortless trickery (gnome) for any illusion caster.

Or... Be a half-elf sorcerer (orc) with racial heritage: oread and dwarf blooded feats to be a wierd half-human, half-elf, partial oread and dwarf, full orc horror of the imagination :)


I take offense that you suggest it's "shenanigans" but I am an aasimar (musetouched) with scion of humanity and Racial Heritage (halfling).

Oh, and I have Mythic Racial Heritage (Halfling Jinx)

I don't do alternate aasimar sizes in my games, so therefore she is still medium size, albeit 5' 0''


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Thanks to Racial Heritage, I'm now considering a Sorcerer with one of the Earthen bloodlines and the following feats:

Earthtouched and Stone Awareness.

Also, I once played a Half-Elf with Racial Heritage (Dwarven). Didn't simulate a Half-Elf/Half-Dwarf very well, but running around as a half-elf wielding the Dwarf-specific magic items was FUN!


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Racial heriatage: (Kasatha)
Be a human ranger with the Bow Nomad archetype. Dual weild bows and confuse everyone.


I just read that archetype and I have to say, unless I'm reading things wrong, using manyshot becomes substantially better than TWF at 11th level and saves you a feat (GTWF)to boot. Also, I love the fact that you can rend with bows with that archetype. All in all, a strong archer build and confusing as hell for a human to use, I like it!

Everyone else has brought forth awesome little combos too, this thread makes me happy :)


Racial Heritage is limited to Humanoids. Some of the options mentioned so far are native outsiders, monstrous humanoids, undead, or otherwise non-humanoid creatures.


thegreenteagamer wrote:
Racial Heritage is limited to Humanoids. Some of the options mentioned so far are native outsiders, monstrous humanoids, undead, or otherwise non-humanoid creatures.

And now it makes me sad... :'(


The Monster Codex has a bunch of stuff that might make racial heritage tempting.

Born of Frost (frost giant) adds 1d6 cold damage to your unarmed strikes and natural weapons. Doesn't have language preventing it from stacking with a frost amulet. Also causes enemies that hit you with unarmed / natural weapons to take a point of cold.
Icy Stare (frost giant) glare at someone (no range mentioned, so presumably it's line of sight) to cause a 1d6 of cold damage + 1 point of Strength damage unless they save. Works on objects too. No limit on uses so you should be able to just sit on a patio or deck and glare at your neighbours and rude drivers without anyone knowing why their stuff is freezing and breaking.

Savage Critical (ogre) adds your sneak attack damage to critical hits and vital strikes.

Several races give natural attacks via feats. Several of them give tail attacks without any requirement that the character actually have a tail.


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ZanThrax wrote:


Several races give natural attacks via feats. Several of them give tail attacks without any requirement that the character actually have a tail.

There was a huge debate about this one, I'd suggest overlooking it as an option unless you're the DM of a game. Otherwise Tail Terror might not just be a feat name.


Oh, I'd never actually suggest anyone try doing it, and can't imagine anyone would ever actually try to seriously justify doing so.


I can justify it if you want.
If you want a more reptilian tail, look no further.


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Half-Elf Orc Sorcerer with Racial Heritage(Dwarf) counts as Human, Elf, Half-Elf, Orc, arguably Half-Orc, and Dwarf. With a little creative thinking, a Half-Elf born Aasimar with Scion of Humanity gets to count as both outsider(native) and humanoid(human, elf), then add in all the other stuff as well.


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Kazaan wrote:
Half-Elf Orc Sorcerer with Racial Heritage(Dwarf) counts as Human, Elf, Half-Elf, Orc, arguably Half-Orc, and Dwarf. With a little creative thinking, a Half-Elf born Aasimar with Scion of Humanity gets to count as both outsider(native) and humanoid(human, elf), then add in all the other stuff as well.

5 of the Core 7, not bad! Although I have to ask, why no love for the little folk?


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johnnythexxxiv wrote:
Kazaan wrote:
Half-Elf Orc Sorcerer with Racial Heritage(Dwarf) counts as Human, Elf, Half-Elf, Orc, arguably Half-Orc, and Dwarf. With a little creative thinking, a Half-Elf born Aasimar with Scion of Humanity gets to count as both outsider(native) and humanoid(human, elf), then add in all the other stuff as well.
5 of the Core 7, not bad! Although I have to ask, why no love for the little folk?

Everyone needs love. Gnomes just have to pay for it.


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Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Kazaan wrote:
Half-Elf Orc Sorcerer with Racial Heritage(Dwarf) counts as Human, Elf, Half-Elf, Orc, arguably Half-Orc, and Dwarf. With a little creative thinking, a Half-Elf born Aasimar with Scion of Humanity gets to count as both outsider(native) and humanoid(human, elf), then add in all the other stuff as well.

If the player wanted to play a mongrelfolk, he only needed ask me.


Kazaan wrote:
Half-Elf Orc Sorcerer with Racial Heritage(Dwarf) counts as Human, Elf, Half-Elf, Orc, arguably Half-Orc, and Dwarf. With a little creative thinking, a Half-Elf born Aasimar with Scion of Humanity gets to count as both outsider(native) and humanoid(human, elf), then add in all the other stuff as well.

But... But... I just said this exact same thing upthread D:


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Okay, I got one for you. This is a way you can use shenanigans to get something in a non-mythic campaign that is normally reserved for only mythic campaigns...

Ready?

Racial Heritage wrote:

The blood of a non-human ancestor flows in your veins.

Prerequisite: Human.

Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

Catfolk are humanoids with the catfolk subtype. Cool, so take Racial Heritage Catfolk.

You now qualify for...

Catfolk Exemplar wrote:

Your feline traits are more defined and prominent than those of other members of your race.

Prerequisite: 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.

Now, I bolded the most relevant part... Enhanced Senses could be seen as not working since you don't have either of the two traits it offers an Sharp Sprinter doesn't actually give you the Sprinter racial trait, it just gives you the exact same benefit. But Sharp Claws doesn't mention the trait that is traded for the claws... just says if you don't have it, you can get it. Bam. Then for extra shenanigans take Aspect of the Beast to increase your damage to 1d6. Then take Improved Natural Attack to bump it up to the large table.

One could argue that you must take Aspect of the Beast to make it work, but since why would you not, it's just semantics at that point.


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I still like racial heritage Grippli for the 10ft long tongue the best.


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Glutton wrote:
I still like racial heritage Grippli for the 10ft long tongue the best.

Play a bard named Gene Simmons


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Or call yourself TOAD.


Glutton wrote:
I still like racial heritage Grippli for the 10ft long tongue the best.

How does that work? The tongue would be a racial trait, unless you are going with the Tail Terror or Adopted (Tusks) thing?

EDIT: Oh! I just figured out how you do it... Yep! That's the same as my catfolk one. Agile tongue specifically says you get the tongue... there's no wording to question, like how Tail Terror doesn't actually say you get a tail. (and not trying to bring into this a discussion over tail terror, please keep that in it's thread lol)


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AbsolutGrndZer0 wrote:

Okay, I got one for you. This is a way you can use shenanigans to get something in a non-mythic campaign that is normally reserved for only mythic campaigns...

Ready?

Racial Heritage wrote:

The blood of a non-human ancestor flows in your veins.

Prerequisite: Human.

Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

Catfolk are humanoids with the catfolk subtype. Cool, so take Racial Heritage Catfolk.

You now qualify for...

Catfolk Exemplar wrote:

Your feline traits are more defined and prominent than those of other members of your race.

Prerequisite: 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.

Now, I bolded the most relevant part... Enhanced Senses could be...

You could also use Aspect of the Beast to gain low-light vision instead of claws, by taking Night Senses. You would then qualify for the Enhanced Senses part of Catfolk Exemplar. Sure, you lose the claws, unless you take Catfolk Exemplar again, but you gain low-light vision and scent!


Dotting


Human (or half elf/orc) any martial non caster class with Racial Heritage Tengu.

At 5th level take Tengu Wings to fly once per day for 1 minute per level.

At 7th, take Raven Form to turn into a Large sized bird for 1 minute per level.


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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...


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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.


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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.


... ouch.


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


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Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

That's still better than what my player's tried to do. They started naming their weapons in order to get proficiency in it. This is "Orcrist, the goblin cleaver," there are many like it, but this one is mine.


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Ravingdork wrote:
Kazaan wrote:
Half-Elf Orc Sorcerer with Racial Heritage(Dwarf) counts as Human, Elf, Half-Elf, Orc, arguably Half-Orc, and Dwarf. With a little creative thinking, a Half-Elf born Aasimar with Scion of Humanity gets to count as both outsider(native) and humanoid(human, elf), then add in all the other stuff as well.
If the player wanted to play a mongrelfolk, he only needed ask me.

Lemme see, I think I can cram in a few more

Half Elf/Half Orc/Aasimar (scion of humanity)
Racial Heritage
Eldritch Heritage
Crossblooded Sorcerer
Crossblooded Bloodrager
and a bloodline trait


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DominusMegadeus wrote:
johnnythexxxiv wrote:
Kazaan wrote:
Half-Elf Orc Sorcerer with Racial Heritage(Dwarf) counts as Human, Elf, Half-Elf, Orc, arguably Half-Orc, and Dwarf. With a little creative thinking, a Half-Elf born Aasimar with Scion of Humanity gets to count as both outsider(native) and humanoid(human, elf), then add in all the other stuff as well.
5 of the Core 7, not bad! Although I have to ask, why no love for the little folk?
Everyone needs love. Gnomes just have to pay for it.

Giggity!


I don't get how you have the half elf/half orc/aasimar thing?


Ravingdork wrote:
If the player wanted to play a mongrelfolk, he only needed ask me.

Excuse me, they prefer the term "Grelf", thank you very much.

In my campaigns, at least, where they are struggling to prove themselves a legitimate racial group, worthy of equal rights with their fellows, and a unique racial identity of their own. I do, it must be noted, use the 3.5 versions instead of the PF versions, though I've been tinkering with the idea of either combining the two or reexamining if/when they intersect/diverge/etc.


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Tacticslion wrote:
Ravingdork wrote:
If the player wanted to play a mongrelfolk, he only needed ask me.

Excuse me, they prefer the term "Grelf", thank you very much.

Is that the PC term?

RPG Superstar Season 9 Top 32

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Durngrun Stonebreaker wrote:
Is that the PC term?

ಠ_ಠ


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Ravingdork wrote:
That's still better than what my player's tried to do. They started naming their weapons in order to get proficiency in it. This is "Orcrist, the goblin cleaver," there are many like it, but this one is mine.

There's looking for every loophole readily available, and then there's this. If one of my players, say his name were Jim, tried to pull that, my only reaction could possibly be:

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


Is there some way to get a Spell-like ability of 3rd level (doesn't matter what) with racial heritage? I'm trying to figure out a way to be fighter 1/witch 1/Eldritch Knight x with a half-orc scarred witch doctor.

Edit: Not because I really want to play it, pretty sure Magus is still better, but because I had the idea and it's stuck in my head now.


Durngrun Stonebreaker wrote:
Is that the PC term?

Yes.


boring7 wrote:

Is there some way to get a Spell-like ability of 3rd level (doesn't matter what) with racial heritage? I'm trying to figure out a way to be fighter 1/witch 1/Eldritch Knight x with a half-orc scarred witch doctor.

Edit: Not because I really want to play it, pretty sure Magus is still better, but because I had the idea and it's stuck in my head now.

i Think your Best Way is asimar with racial heritage 1/2 ork


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Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
thegreenteagamer wrote:
Ravingdork wrote:
That's still better than what my player's tried to do. They started naming their weapons in order to get proficiency in it. This is "Orcrist, the goblin cleaver," there are many like it, but this one is mine.

There's looking for every loophole readily available, and then there's this. If one of my players, say his name were Jim, tried to pull that, my only reaction could possibly be:

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

What was I to do? Kick a player out of the game for following the rules, so they could then come to the boards and tell everyone how bad a GM I am and ensuring that I never get to host again? Kicking someone out of the game for simply having a different interpretation of the rules is pretty low. No, my hands were totally tied. I happen to like GMing.

;P


To be honest a free weapon proficiency is not going to meaningfully impact the game in a negative way.

The way they were trying to get it is cheesy but I would respond with smacking their hand and telling them no rather than f**k off.

Liberty's Edge

ravingdork, give them your best "try that again and you will regret ever being born" tone of voice. I do that with my online players, when I start typing in long sentances.


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Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I suspect many of you guys take this game too seriously. As Deadkitten said, it's just a single weapon proficiency.

Who the f cares if everyone is having fun?


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?


Ravingdork wrote:
thegreenteagamer wrote:
Ravingdork wrote:
That's still better than what my player's tried to do. They started naming their weapons in order to get proficiency in it. This is "Orcrist, the goblin cleaver," there are many like it, but this one is mine.

There's looking for every loophole readily available, and then there's this. If one of my players, say his name were Jim, tried to pull that, my only reaction could possibly be:

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

What was I to do? Kick a player out of the game for following the rules, so they could then come to the boards and tell everyone how bad a GM I am and ensuring that I never get to host again? Kicking someone out of the game for simply having a different interpretation of the rules is pretty low. No, my hands were totally tied. I happen to like GMing.

;P

That's not "a different interpretation of the rules", that's willfully twisting the words to suit your own purposes.

There's following RAW, and there's hair-splitting specificity with a clear and intentional deign for abuse in mind. Given your penchant for system mastery, I can only assume you are an intelligent adult capable of seeing the difference between the two. Based upon your reply, however, you don't care about players ignoring very clear intent, and even encourage such weaseling from your players, but personally, I find it abhorrent and symptomatic of a player I wouldn't want anywhere near my table.

Again, I'm all for using all of the available advantages possible, but when you play word games, technicalities, and other means of twisting the language, it's cheating just as much as using loaded dice.

It's not about the resulting benefit, it's the action itself.


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Its a game, cool your jets chief.


Dotting for the fun.

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