Using Racial Heritage


Pathfinder First Edition General Discussion


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"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."

Humans get a bonus feat, and you can spend it on this. And this got me thinking, what are the uses for it? The best that I could come up with are...

Half-Storm Giant

Opens up the feats...

* Storm Soul (immune to electricity)
* Storm Warrior (+1d6 electricity damage with metal weapons)

Good for martials who use weapons. I especially like it with a magus. This makes you the master of electricity. Not only will you be immune to electricity, but make your weapon shocking, and at lvl 10 you are doing +12d6 electricity damage with each hit.

Half-Frost Giant

Opens up the feat...

* Born of Frost (+1d6 cold damage with unarmed and natural attacks)

Throw in Northern Ancestry for fluff (Cold Resistance 2, +1 Fort), and Heavy Blows (+1 unarmed damage) and you're good to go. Great for brawlers and monks.

A sample build at lvl5:

Barbarian (1) Mutagenic Brawler (4)

Lvl 1 Feat: Born of Frost
Lvl 3 Feat: Dragon Style
Lvl 5 Feat: Dragon Ferocity

Start off with Str18. At lvl5, you can rage and take a mutagen, giving you Str26.

* To Hit: +3 (bab) +4 (str) + 2 (rage) + 2 (mutagen) -2 (brawler's flurry) = +9/+9
* Damage First Hit: 1d8 (fist) + 1d6 (cold) + 13
* Damage Second Hit: 1d8 (fist) + 1d6 (cold) + 9

Great flavor for being a half-giant.

Anyone else have any feats/traits/etc that make racial heritage worth it?


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This feat is a great way to nab some of the better favored class bonus options. For example, a human or half-elf Medium would want this feat for Gillman (+1/6 to Spirit Bonus) or Halfling (+1/3 to Seance Boon, self only).

Racial Heritage (Half-Elf) gains you access to the Paragon Surge spell, which is still a powerful and flexible spell despite being nerfed in FAQ/errata.


I'm a fan of ogre for Savage Critical. No need for fancy maneuvers or feigning for sneak attacks, you just walk up and smack someone around and get it. At 6th you can move then do 9d6 + 1.5 str damage.


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Another idea would be Racial Heritage (Derro) to qualify for Derro Magister.


David knott 242 wrote:

Another idea would be Racial Heritage (Derro) to qualify for Derro Magister.

Well now, that's interesting... I don't remember it giving "caster level for all spell-like abilities as equal to his Hit Dice". Not racial SLA's but JUST SLA's...

I'll have to see what I can do with this. ;)

PS: Derro can also take the alchemist's Monstrous Graft discovery without the Wis loss! You literally have the right to bear arms...


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Here, hold my beer.


Lol vagabond.

Lucky halflings are handy.


Duergar have a feat called Gray Dwarf Magic that lets them pick up racial SLAs.

The options are 1/day Charm Person, Enlarge Person, Invisibility, Ironskin, and Dust of Twilight.

Combine with the Fey Magic alternate racial trait, and pick Recharge Innate Magic, to have (effectively) at will Charm Person or Enlarge Person (or both with 2 feats)


dot


Interesting ideas here.

Derro Magister is just plain old nasty.

Quote:

spell resistance equals the derro’s Hit Dice +10. Heal is always a class skill for a derro magister, and it gains a +4 racial bonus on all Heal checks.

A derro with this feat treats its caster level for all spell-like abilities as equal to his Hit Dice. In addition, as soon as a derro with this feat achieves a total of 6 Hit Dice by gaining enough levels in any combination of classes, it gains the use of additional spell-like abilities as detailed below.

At will—levitate
1/day—deeper slumber, modify memory

I may well have to use that!

Thinking a human witch. Racial Heritage Derro. Lvl1 feat Derro Magister.

Spell resistance by itself is just nice. +4 on heal checks is gravy.

But then you start combining the hex slumber, with deeper slumber and modify memory? It just starts getting fun from there.

Or for pure RP, a sorcerer or bloodrager with Fey Bloodline...another mechanical reference to the Derror Bloodline (or experimentation...)


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Grumbaki wrote:
Spell resistance by itself is just nice.

I've always found it to be not nice. It's a standard action to drop it to allow spells to work on you. This means no heals/buffs unless you don't attack. For me, it hurts as much as it helps.


graystone wrote:
Grumbaki wrote:
Spell resistance by itself is just nice.
I've always found it to be not nice. It's a standard action to drop it to allow spells to work on you. This means no heals/buffs unless you don't attack. For me, it hurts as much as it helps.

Plus, that inevitable day when you get caught unawares / roll pitifully and get knocked to -8 Hp and fading fast.... best of luck to your buddy getting that wand of CLW to work on you.

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