New Heritage Feats: Customize Your Planetouched

Nemui's picture

Table : Heritage Feats*

Feat:

Prerequisite:

Description:

Blood of Element

Cha 13, genasi

Element-related arcana improved

Bones of Element

Con 13, genasi

Body further adapted to the element

Heart of Darkness

Cha 11, tiefling, LE, NE, or LN

Devil-kin, attuned to darkness

Heart of Deceit

Cha 11, tiefling, evil alignment

‘loth-kin, skilled thought-stealer

Heart of Fury

Cha 11, tiefling; CE, NE, or CN

Demon-kin, raging beast

Heart of Horror

Cha 11, tiefling; CE or NE

‘leth-kin, fearless and fearsome

Soul of Freedom

Cha 11, aasimar; CG, NG, or CN

Eladrin-kin, difficult to control

Soul of Innocence

Cha 11, aasimar; good alignment

Guardinal-kin, animal-kin

Soul of Purity

Cha 11, aasimar; LG, NG, or LN

Archon-kin, orderly benevolent

Soul of Radiance

Cha 11, aasimar; good  alignment

Angel-kin, source of white light

* Heritage feats signify a specific ancestry of the character (in this case, a specific extraplanar ancestry). They are further detailed in the Planar Handbook.

Blood of Element [Heritage] Your soul is true to your elemental heritage. Prerequisite : Cha 13, genasi race. Benefit : Instead of your default racial spell-like ability, you have an improved set, as specified in the table below. In addition, when you reach 10th character level, you gain the spell-like ability plane shift 1/day, but it can only be used to travel to the Elemental Plane matching your genasi type (Elemental Plane of Air for an air genasi, etc.). Your caster level for all abilities is equal to your character level. Save DCs, if any, are Charisma-based. Special : You can only select this feat at 1st character level.

Table : Blood of Elements

Genasi:Default Spell-like Ability: Improved Spell-like Abilities:

Air

1/day – gust of wind

3/day – levitate (self only); 1/day – gaseous form

Earth

1/day – soften earth and stone

3/day – meld into stone; 1/day – spike stones

Fire

1/day – pyrotechnics

3/day – produce flame; 1/day – fire shield (warm only)

Water

1/day – fog cloud

3/day – fog cloud; 1/day – control water

Bones of Element [Heritage] Your body is true to your elemental heritage. Prerequisite : Con 13, genasi race. Benefit : You have the relevant creature subtype, depending on your genasi variety (air, earth, fire, or water). Additionally, if you are an air genasi you gain a fly speed equal to your land speed with average maneuverability; if you are an earth genasi you gain a burrow speed equal to ½ your base land speed; if you are a water genasi your swim speed improves to 1.5 x your base land speed. All improvements are considered supernatural abilities. While fire genasi do not gain improved movement modes, their fire subtype renders them immune to fire, and vulnerable to cold.

Heart of Darkness [Heritage] Fiendish blood flows stronger through you than through other tieflings. Prerequisite : Cha 11, tiefling race, LE, NE, or LN alignment. Benefit : Instead of darkness 1/day, you can use deeper darkness 1/day. The effective caster level still equals your character level. In addition, you can see perfectly in darkness of any kind, even that created by a darkness or deeper darkness spell. Special : You can only select this feat at 1st character level.

Heart of Deceit [Heritage] Fiendish blood flows stronger through you than through other tieflings. Prerequisite : Cha 11, tiefling race, any evil alignment. Benefit : Instead of darkness 1/day, you can use detect thoughts 1/day. The effective caster level still equals your character level, and the save DC is Charisma-based. In addition, you have a +2 racial bonus on Will saving throws against all mind-affecting effects. Special : You can only select this feat at 1st character level.

Heart of Fury [Heritage] Fiendish blood flows stronger through you than through other tieflings. Prerequisite : Cha 11, tiefling race; CE, NE, or CN alignment. Benefit : Instead of darkness 1/day, you can use rage 1/day. The effective caster level still equals your character level. In addition, you have a claw attack that deals 1d4 points of damage (plus your Strength modifier) Special : You can only select this feat at 1st character level.

Heart of Horror [Heritage] Fiendish blood flows stronger through you than through other tieflings. Prerequisite : Cha 11, tiefling race; CE or NE alignment. Benefit : Instead of darkness 1/day, you can use cause fear 1/day. The effective caster level still equals your character level, and the save DC is Charisma-based. In addition, you have a +4 racial bonus on saving throws against fear effects. Special : You can only select this feat at 1st character level.

Soul of Freedom [Heritage] Celestial blood flows stronger through you than through other aasimar. Prerequisite : Cha 11, aasimar race; CG, NG, or CN alignment. Benefit : Instead of daylight 1/day, you can use freedom of movement on yourself 1/day. The effective caster level still equals your character level (minimum 2nd). In addition, you have a +2 racial bonus on saving throws against all compulsion effects. Special : You can only select this feat at 1st character level.

Soul of Innocence [Heritage] Celestial blood flows stronger through you than through other aasimar. Prerequisite : Cha 11, aasimar race; any good alignment. Benefit : Instead of daylight 1/day, you can use cure serious wounds 1/day. The effective caster level still equals your character level, and the save DC is Charisma-based. In addition, you have the extraordinary ability to communicate with animals at will, as if permanently under the effect of a speak with animals spell. Special : You can only select this feat at 1st character level.

Soul of Purity [Heritage] Celestial blood flows stronger through you than through other aasimar. Prerequisite : Cha 11, aasimar race; LG, NG, or LN alignment. Benefit : Instead of daylight 1/day, you can use magic circle against chaos 1/day. The effective caster level still equals your character level, and the save DC is Charisma-based. In addition, you have a +4 racial bonus on Sense Motive checks. Special : You can only select this feat at 1st character level.

Soul of Radiance [Heritage] Celestial blood flows stronger through you than through other aasimar. Prerequisite : Cha 11, aasimar race; any good alignment. Benefit : Instead of daylight 1/day, you can use searing light 1/day. The effective caster level still equals your character level, and the save DC is Charisma-based. In addition, you have a +4 racial bonus on saving throws against all diseases and poisons. Special : You can only select this feat at 1st character level.

Ohtar Turinson's picture
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Joined: 2004-06-01
New Heritage Feats: Customize Your Planetouched

I think I meant that the abilities like "rage," "cause fear" and "deeper darkness" suck, where as "Detect Thoughts," "Freedom of Movement" and "Cure Serious Wounds" are quite good (especially at first level).

I think I'm just going to accept the Prachett answer and leave it at that for the 'leth kin...

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factotums
Joined: 2004-08-30
New Heritage Feats: Customize Your Planetouched

Actually, I think deeper darkness is quite useful combined with the ability to see through magical darkness (which the feat also grants).

I agree that the feats aren't perfectly balanced out between themselves, but that's how it goes, anyway.
Having gehreleth blood in your veins (somehow) doesn't have to make you as powerful as having deva or tanar'ri blood.

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factotums
Joined: 2004-08-30
New Heritage Feats: Customize Your Planetouched

"Usefulness issues" as in "too good" or "useless"?

Darkness/daylight 1/day pretty much suck donkeys, and while I tried to replace them with equally suctastic abilities (cause fear, rage), I also snuck in detect thoughts, searing light, and the like. Generally, "1st-level only" feats are usually made more beneficial than the rest.

And 'leths are not only made of corpses, but also utterly incapable of siring offspring. Go figure. As T. Pratchett would say - nobody knows how it's done, so there's probably a lot of quantum involved Eye-wink

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New Heritage Feats: Customize Your Planetouched

Good work, I like it very much.. I just have one question, about air elemental-touched feats...
1. Shouldn't "Bones of Element" be selectable only at 1st level? Or it's just to allow people take both of 'em?
2. If both of 'em (Blood and Bones) are available to be chosen, then I think having Levitate in "Blood" is useless when you've got fly speed in "Bones"... Wouldn't it be better to have Gust of Wind 3/day instead of Levitate?

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factotums
Joined: 2004-08-30
New Heritage Feats: Customize Your Planetouched

'Kearrann' wrote:
Good work, I like it very much..

Thanks.

Quote:
2. If both of 'em (Blood and Bones) are available to be chosen, then I think having Levitate in "Blood" is useless when you've got fly speed in "Bones"... Wouldn't it be better to have Gust of Wind 3/day instead of Levitate?

Yes, it becomes useless, but only because flight is such a huge power-up, compared to the abilities granted by other elements.

So, instead of flying and using gust of wind at the same time, you need to effectively upgrade your levitation ability to full flight; you still get to keep gaseous form, though.

If the DM feels the air genasi character is getting the short end of the stick, he could let him start using levitate on others when he gets the Bones feat.

Ohtar Turinson's picture
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New Heritage Feats: Customize Your Planetouched

I like the flavor of all these, though I see a few slight balance issues, just in the general usefulness of the spells you've assigned to each 'kin.

Oh and... 'leth kin? I thought they were made from corpses. ick.

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