| DM Livgin |
We gain ancestry feats at 1st, 5th, 9th, 13th and 17th levels. Recommend feats that are level appropriate for 5th, 9th, 13th and 17th levels for the core races.
I'm guessing that the playtest feat selection was a sample of the system constrained by development time and page count. For gaining ancestry feats at higher levels to be meaningful you will need to be able to establish a racial identity at level 1, and then magnify it at higher levels. There will need to be a selection at higher levels so that most characters have a good option at each level.
I like the dwarf boulder roll feat, fun and flavorful. How about a cleave like option and a natural armor bonus available at 9th, a ferocity-like ability at 13th level?
What is a 17th level racial feat for a Dwarf, elf, or human?
| ThatGuySteve |
I'd like to see higher level ancestry feats give real unique advantages.
Let a 17th level dwarf roll through a whole crowd of enemies scattering them to the wind. Let an elf or gnome continue expanding their innate connection to magic on a similar track to archetype multiclasses.
4th ed dnd did races well, giving them unique powers that could be developed and expanded on in various interesting ways.
| ChibiNyan |
Here's some old school Elf ideas that would be appropiate as feats:
- One that lets them disappear into natural terrain. This happens often in the media where Elves are practically invisible while in forests. Maybe it cna just remove penalty for fast stealth.
- One that lets your GM automatically roll a perception check for you to find traps and secrets when you're nearby, even without searching. This is an old school D&D Elf ability.
- Ability to ignore some sort of natural difficult terrain completely.
- Stuff from Brightness Seeker/ Lantern bearer, since it's Elf only anyways. These are PF1 options.
This is just off the top of my head of stuff that makes sense they wouldn't necessarily know at chargen. Should be easy enough for Dwarf as well (Mostly powered up versions of current stuff they have).
| Lyee |
So far I've got one 9th level Ancestry feat in my homegame that allows flight (it's a 3-feat chain), and another that gives full immunity to one type of energy damage. I'm also planning on including, mixed between the six races:
- Good tremorsense
- Good innate climb speed
- Burrow speed
- Powerful innate spellcasting, mostly elemental based. Possibly similar power to going for a Wizard dedication?
- An innate ressurection effect
- Mind reading
- Limited duration innate anti-magic fields
I'm quite enjoying giving my players ancestries/races that feel like they give really cool things, instead of the playtest options that feel like they're all basically human.
| ChibiNyan |
So far I've got one 9th level Ancestry feat in my homegame that allows flight (it's a 3-feat chain), and another that gives full immunity to one type of energy damage. I'm also planning on including, mixed between the six races:
- Good tremorsense
- Good innate climb speed
- Burrow speed
- Powerful innate spellcasting, mostly elemental based. Possibly similar power to going for a Wizard dedication?
- An innate ressurection effect
- Mind reading
- Limited duration innate anti-magic fields
I'm quite enjoying giving my players ancestries/races that feel like they give really cool things, instead of the playtest options that feel like they're all basically human.
Oohh, Temorsense on a Dwarf would be really cool for high level!
They could also get one that makes their thrown hammer/axes return when thrown. There's a cool Fighting style for them in the lore about low throws to overcome shields or something.