Racial Feats 2012

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JonSetanta
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Racial Feats 2012

Post by JonSetanta »

OK shoot me down if I'm wrong here, and the failure of scaling spell ability feats for that old project Feybook (hey, I might get back to that), but I had some ideas for Monte and SKR's failure of World of Darkness d20 as far as what could have been done instead.

The key part to granting monster abilities is to never grant more than one thing for a feat. So, I did something with feats....




RACIAL FEATS
• A character may have only one Racial Feat at a time. Acquiring a new one means discarding the old one.
• Evolution Feats may be taken as long as the original Racial Feat they derive from is present, and the level requirement is met.




Werewolf
[Racial Feat]
• Cursed: If a humanoid is bitten by a character’s bite attack that has this feat, make a Fortitude save vs DC 15. If failed, the victim acquire this feat’s Basic trait within 24 hours and the ability to pass the Cursed property on with a bite attack. Treat this affliction as both a curse and disease.
• Basic: Under the light of a full moon and for the next 8 hours (or until dawn), you appear as a form of vague half-wolf, gain Low-Light Vision, Natural Armor +2, and gain a primary Bite attack for 1d6 damage. You gain the Shapechanger subtype.
Moonlit Rage (Ex): Under the light of a full moon you must make a Will save vs DC 25 at the beginning of night or you chase down the nearest easy prey until dawn and eat them, once each night.
Equipping This Feat: Ignore Moonlit Rage if you willingly acquire this feat rather than as a curse. You gain Constitution +2 and can assume or cancel your semi-wolf form as a Standard action.

Wolf Form
[Werewolf, Evolution Feat: Level 3]
• Alternate Form: As a Standard action you may become a wolf. This sets you ability scores to Strength 13 and Dexterity 15, grants Scent, Low-Light Vision, a free Trip attempt with your 1d6 Bite attack, a movement speed of 50, and loss of the use of your hands.
• At level 6 instead of setting your Strength and Dexterity scores to those of an average wolf, they become Strength +2 and Dexterity +4.

Werewolf Hide
[Werewolf, Evolution Feat: Level 3]
• Gain Damage Reduction 5/silver. This increases by +1 with every 2 levels gained after level 3.
You become very hairy while this ability is active.

Werewolf Fast Healing
[Werewolf, Evolution Feat: Level 3]
• Gain Fast Healing 1, +1 with every 3 levels gained after level 3. You can reattach limbs, or grow limbs back with a day of rest.
Damage caused by silver, fire, acid, and natural weapon attacks of creatures that count as magic or silver can not be healed by this ability.

Werewolf Hybrid Form
[Werewolf, Wolf Form, Evolution Feat: Level 6]
• Alternate Form: You may become half-wolf and half-humanoid as a Standard action, applying the Wolf Form bonuses without losing use of your hands.
• You gain two Claw attacks for 1d4 damage each. Each time you attack you may choose either Claw or Bite as your primary natural attack, and the other becomes secondary.

Werewolf Dire Form
[Werewolf, either Wolf Form or Werewolf Hybrid Form, Evolution Feat: Level 9]
• Alternate Form: You may use Wolf Form or Hybrid Form as normal but become a size larger than normal, granting an additional +4 Strength, +3 Natural Armor, and Reach +5.


Werewolf Levels
Requires: Werewolf racial feat
HP: d10 + CON
Base Attack: 1/1
Skill Points: 2 + INT
Class Skills: Hide, Listen, Move Silently, Spot, Survival
Saves: Fortitude, Reflex
Level 1: Bonus Evolution Feat. Strength +1, Dexterity +1, Wisdom +1. Darkvision 30. +4 racial bonus to Survival checks when tracking by Scent.
Level 2: Bonus Evolution Feat. Strength +1, Dexterity +1, Wisdom +1. Darkvision 60.
Level 3: Bonus Evolution Feat. Strength +2, Dexterity +1, Constitution +1. You may change to Alternate Forms as Move actions.
Level 4: Bonus Evolution Feat. Strength +2, Dexterity +1, Constitution +1. You may change to Alternate Forms as Swift actions.


Vampire
[Racial Feat]
• Cursed: If a humanoid is killed by a character’s Blood Drain attack that has this feat they acquire this feat’s Basic trait within 24 hours and the ability to pass the Cursed property on by killing with Blood Drain. Treat this affliction as both a curse and disease.
• Basic: You gain a secondary 1d4 Bite attack that has the Blood Drain ability but also the Blood Diet dependency, and Darkvision 30. You gain the Undead and Vampire subtypes, become healed by negative energy and harmed by positive energy, and become Fatigued while in sunlight.
• Blood Drain (Ex): Your Bite attack has the ability to deal 2 points of Constitution damage to anyone you deal damage to while grappling. For every point of Consitution damage you deal, treat it as a full day’s worth of meals, heal 1 point of Constitution damage, and heal 2d6 HP.
• Blood Diet (Ex): Each day that passes, at the beginning of dawn and if you are not hibernating, you take 1 point of Constitution damage if you did not use Blood Drain successfully within the previous night. You may instead remain sleeping in a dark place all day to prevent this damage.
Equipping This Feat: If you willingly acquire this feat, you become immortal (immune to magical aging, do not adjust ability scores due to age categories) but become Exhausted while in sunlight. You also gain Natural Armor +3 and a Slam attack for 1d6 + 1 ½ Strength bonus.

Vampire’s Dark Gift
[Vampire, Evolution Feat: Level 3, Cumulative]
Choose one of the following abilities as a Supernatural ability usable at will and a duration of Permanent (D):
• Detect Thoughts
• Expeditious Retreat (self)
• Invisibility (self)
• Levitate (self)
• Spider Climb (self)
• Bull’s Strength (self)
Sunlight Bane: You now take 1d6 Fire damage each round while exposed to direct sunlight (this does not stack with other copies of the same feat).

Vampire Fast Healing
[Vampire, Evolution Feat: Level 3]
• Gain Fast Healing 1, +1 with every 3 levels gained after level 3. You can reattach limbs, or grow limbs back with a day of rest.
Damage caused by silver, fire, acid, and natural weapon attacks of creatures that count as magic or silver can not be healed by this ability.

Vampire’s Greater Dark Gift
[Vampire, Evolution Feat: Level 6, Cumulative]
Choose one of the following abilities as a Supernatural ability usable at will and a duration of Permanent (D):
• Fly (self)
• Gaseous Form (self)
• Haste (self)
• Suggestion (once per target each hour)
• Vampiric Touch
Intense Sunlight Bane: You now take 2d6 Fire damage each round while exposed to direct sunlight (this does not stack with other copies of the same feat, and overlaps Sunlight Bane).

Vampire Master
[Vampire, Evolution Feat: Level 9]
• Shadow Control: You gain the use of Telekinesis as a Supernatural ability usable at will.
• Blood Siphon: You may Blood Drain using your Telekinesis from any target within range that has half or fewer Hit Points.
• Bat Form: You have the Supernatural ability to take the form of a normal bat as a Move action; this allows you to merge everything you wear into your animal form.
Eternal Dark Noble: You gain the weakness of not being allowed to enter homes without invitation. This doesn’t prevent you from tearing an entrance open, getting an ally to let you in, or coercing someone to open a door or window.


Vampire Levels
HP: d8 + CON
Base Attack: 1/2
Skill Points: 4 + INT
Class Skills: Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot
Saves: Will
Level 1: Bonus Evolution Feat. Strength +1, Dexterity +1, Charisma +1, +2 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot. Cold and Electricity Resistance 5.
Level 2: Bonus Evolution Feat. . Strength +1, Dexterity +1, Charisma +1, +4 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot. Cold and Electricity Resistance 10.
Level 3: Bonus Evolution Feat. Strength +2, Dexterity +1, Intelligence +1, Charisma +1, +6 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot.
Level 4: Bonus Evolution Feat. Strength +2, Dexterity +1, Intelligence +1, Charisma +1, +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot.



Cambion (Half-Fiend)
[Racial Feat]
• You become a Native Outsider with your original type as a subtype and general appearance.
• You gain a Bite attack for 1d6 damage and Poison resistance +4.
• You gain Cold, Electricity, and Fire resistance 5.
• You get a +2 racial bonus to Bluff and Hide checks.
• You gain Darkvision 30.

Fiend Blood
[Cambion, Evolution Feat: Level 1]
• Choose a single Fiend race such as Devil (Baatezu), Demon (Tanar’ri or Yugoloth), or Daemon (Demodand). You gain the immunities and resistances of that race, and are treated as that race by other Outsiders, item effects, and spell effects.

Fiend Body
[Cambion, requires Fiend Blood, Evolution Feat: Level 1]
• You gain Damage Reduction equal to your level, bypassed by magic and good weapons.
• Your Natural Armor improves by +1.
• You gain two Claw attacks for 1d4 + Strength bonus each.

Darkness Eternal
[Cambion, Evolution Feat: Level 3]
• As a Supernatural ability you may cast the spell Deeper Darkness. You may have only one such effect in place at any time.

Devil Wings
[Cambion, requires Fiend Body, Evolution Feat: Level 6]
• You may create or retract leathery batlike wings as a Move action. These wings grant a fly speed equal to your normal land speed with Good maneuverability.
While retracted, the wings appear as tiny hand-sized versions that can be hidden by normal clothing.

Cambion Levels
HP: d8 + CON
Base Attack: 1/1
Skill Points: 8 + INT
Class Skills: Spot, Listen, Bluff, Sense Motive, Hide, Move Silently, Sleight of Hand
Saves: All
Level 1: Bonus Evolution Feat. Strength +1, Dexterity +1, Intelligence +1, Charisma +1. If you count as a Baatezu Devil, gain See In Darkness. If you count as Tanar’ri Demon, gain +8 racial bonus to Spot and Listen. You gain Darkvision 60.
Level 2: Bonus Evolution Feat. Strength +1, Dexterity +1, Intelligence +1, Charisma +1. Spell Resistance equal to level +5.
Level 3: Bonus Evolution Feat. Strength +1, Dexterity +1, Constitution +1, Intelligence +1, Charisma +1.
Level 4: Bonus Evolution Feat. Strength +1, Dexterity +1, Constitution +1, Intelligence +1, Charisma +1. Spell Resistance equal to level +10.

Nephilim (Half-Celestial)
[Racial Feat]
• You become a Native Outsider with your original type as a subtype and general appearance.
• You gain Disease resistance +4.
• You gain Acid, Electricity, and Cold resistance 5.
• You get a +2 racial bonus to Spot and Listen checks.
• You gain Darkvision 30.

Celestial Blood
[Nephilim, Evolution Feat: Level 1]
• Choose a Celestial race such as Angel, Archon, Guardinal, or Eladrin. You gain the immunities and resistances of that race, and are treated as that race by other Outsiders, item effects, and spell effects.

Celestial Body
[Nephilim, requires Celestial Blood, Evolution Feat: Level 1]
• You gain Damage Reduction equal to your level, bypassed by magic and evil weapons.
Sword of Light: You gain the ability to create a Longsword out of light as a Move action that lasts as long as you hold it. You add your Charisma bonus to damage bonus for the sword rather than Strength bonus.

Daylight Eternal
[Nephilim, Evolution Feat: Level 3]
• As a Supernatural ability you may cast the spell Daylight. You may have only one such effect in place at any time.

Angelic Wings
[Nephilim, requires Celestial Blood, Evolution Feat: Level 6]
• You may create or retract feathered wings as a Move action. These wings grant a fly speed equal to your normal land speed with Good maneuverability.
While retracted, the wings appear as tiny hand-sized versions that can be hidden by normal clothing.


Nephilim Levels
HP: d8 + CON
Base Attack: 1/1
Skill Points: 8 + INT
Class Skills: Spot, Listen, Diplomacy, Sense Motive, Heal, Ride
Saves: All
Level 1: Bonus Evolution Feat. Strength +1, Constitution +1, Wisdom +1, Charisma +1. You gain Darkvision 60.
Level 2: Bonus Evolution Feat. Strength +1, Constitution +1, Wisdom +1, Charisma +1. Spell Resistance equal to level +5.
Level 3: Bonus Evolution Feat. All ability scores +1.
Level 4: Bonus Evolution Feat. All ability scores +1. Spell Resistance equal to level +10.


The Fast Healing might scale a bit fast, but it's easily stopped. It might come in handy when dealing with mundane weapons but against a prepared adversary it ain't gonna do shit.

Sprite
[Racial Feat]
• Your type changes to Fey with your original type as a subtype.
• You become one size smaller than normal for your race; this grants Dexterity +2 but also Strength -2.
• You get a +2 racial bonus to Search, Spot, and Listen, and Low-Light Vision.

Sprite Invisibility
[Sprite, Evolution Level: 1]
As a Supernatural ability you may become Invisible at will. This effect has as duration of Permanent (D) or until you attack.
While invisible with this ability you may also see other invisible Fey.

Grig Shape
[Sprite, Evolution Level: 1]
• You gain Natural Armor +1.
• You gain a +8 racial bonus to Jump checks, and +5 racial bonus to Hide in wooded environments.
• Your ranks in Perform (String Instrument) are equal to 3 + level.
• You may cast Summon Instrument to create a fiddle appropriate to your size as long as you don’t already have a fiddle summoned.

Nixie Lung
[Sprite, Evolution Level: 1]
• You gain the Amphibious trait, allowing you to breathe both water and air.
• You gain a Swim speed of 30 feet.
• You get a +5 racial bonus to Hide checks while in water.

Pixie Wings
[Sprite, Evolution Level: 1]
• You gain a Flight speed of 30 feet and Good maneuverability. At level 6 this Flight speed upgrades to 60 feet.

Sprite Levels
Requires: Sprite racial feat
HP: d6 + CON
Base Attack: 1/2
Skill Points: 6 + INT
Class Skills: Bluff, Concentration, Escape Artist, Hide, Listen, Move Silently, Ride, Search, Sense Motive, Spot, Craft, Perform, Handle Animal, Swim
Saves: Reflex, Will
Level 1: Bonus Evolution Feat. Strength -2, Dexterity +1, Wisdom +1, Intelligence +1, Charisma +1. Natural Armor +1.
Level 2: Dexterity +1, Wisdom +1, Intelligence +1, Charisma +1. Spell Resistance equal to Level +5.
Level 3: Dexterity +2, Wisdom +1, Intelligence +1, Charisma +1. Spell Resistance equal to Level +10.
Level 4: Dexterity +2, Wisdom +1, Intelligence +1, Charisma +1. Spell Resistance equal to Level +15.

Spellcasting
Sprites cast spells as if a Sorcerer of the same level without using the Sorcerer slot progression, using Charisma to determine save DCs.
The caster level however is based off character level instead, and highest spell slot advancement for Sprite spells is equal to 1 per odd character level. Sprites may continue to add Fey Hit Dice after Sprite Level 4 and advance their Sprite spellcasting that way but most would probably just add class levels instead.
Sprites know 3 + Sprite Level number of spells selected from their own list, using mana from their Mana Pool equal to the spell’s slot level. The Mana Pool equals the Sprite’s Wisdom score and refreshes after an hour of rest.

Spell Level 0
Dancing Lights
Ghost Sound
Prestidigitation

Spell Level 1
Entangle
Charm Person
Disguise Self
Ventriloquism
Lesser Confusion
Detect Good/Evil/Chaos/Law
Sleep
Enlarge Person (self)
Reduce Person
Speak With Animals

Spell Level 2
Pyrotechnics
Detect Thoughts
Invisibility
See Invisibility

Spell Level 3
Dispel Magic
Deep Slumber
Water Breathing

Spell Level 4
Hallucinatory Terrain
Modify Memory
Greater Invisibility

Spell Level 5
Persistent Image
Mind Fog

Spell Level 6
Permanent Image

Spell Level 6
Wind Walk

Spell Level 8
Irresistable Dance

Spell Level 9
Freedom
Last edited by JonSetanta on Thu Mar 29, 2012 1:38 am, edited 13 times in total.
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CatharzGodfoot
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Post by CatharzGodfoot »

Characters don't get enough feats to justify this sort of thing.
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Post by JonSetanta »

CatharzGodfoot wrote:Characters don't get enough feats to justify this sort of thing.
Then I can make a class that gives an Evolution Feat every level.

I think I've gone there before, years ago. It was not well liked.
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Post by ...You Lost Me »

Werewolf is not worth a feat.

Also, I disagree with Catharz--I like that there are many feats for this. It means that a PC can pick up one when they start and become a vampire, and if they have feats to burn they can become more-vampirey, but they don't need to take the other crap that comes with the vampire schtick.

My NPC vampires, however, can blow all of their feats on this stuff.
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Post by JonSetanta »

...You Lost Me wrote:Werewolf is not worth a feat.
What should I throw on there?
A limited form of Fast Healing 1 that only works when at half HP or less?
+2 STR?
Speed boost?

It's meant as a curse that you can thereafter "equip" as a feat to get rid of the Rage detriment. Otherwise you run around every full moon out of control, just like in the movies and legends.

Right now I'm doing Fiend and Angel, although it's based on Half templates so the result will probably be more like "Cambion" and "Nephilim".


EDIT: I boosted the entry feat a bit, clarifying what happens when it's equipped in a feat slot rather than gained by curse.
Last edited by JonSetanta on Tue Mar 27, 2012 6:13 pm, edited 1 time in total.
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Post by JonSetanta »

I changed the vampire weaknesses caused by the feats around a bit.

Dark Gift & series causes sunlight damage.

Vampire Master gives you the "can't enter without permission" problem.
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Post by JonSetanta »

Added Cambion and Nephilim in addition to spreading all racial levels across 4 levels rather than just 2. The Hit Dice are probably worth it, but it should also deter spellcasters from dipping.
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Post by CatharzGodfoot »

The classes make things more reasonable, but you should at least make some attempt to balance them.

There's no reason for the [awesome] monsters to get awesome traits while the regular monster classes range from OK (werewolf) to terrible (vampire).

All attribute replacement should disappear.

And what is this about 'equipping a feat'? What happens with evolution feats when you drop your qualifying monster feat?



Lastly, take a X 1/Cambion 2. Sink your bonus feats into Fiend Blood (Baatezu) and Darkness Eternal. A third level character with perfect night vision and deeper darkness at will is ridiculously good. The attribute bonuses, saves, skills, and BAB are just gravy.
Last edited by CatharzGodfoot on Wed Mar 28, 2012 1:04 am, edited 1 time in total.
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Post by JonSetanta »

CatharzGodfoot wrote:The classes make things more reasonable, but you should at least make some attempt to balance them.

There's no reason for the [awesome] monsters to get awesome traits while the regular monster classes range from OK (werewolf) to terrible (vampire).

All attribute replacement should disappear.

And what is this about 'equipping a feat'? What happens with evolution feats when you drop your qualifying monster feat?
I tried to balance them, I really did, but not all monsters are equal.
Vampires get unusual supernatural powers, which should help them stalk weak prey and avoid trouble, but they're not really combat worthy as a species.
Even in World of Darkness as a vampire you usually run away when werewolves show up.

The only attribute replacement is when a character with Wolf Form becomes a wolf while under level 6. This is because the original spell Aspect of the Wolf did exactly that, and spellcasters would abuse it if I had it otherwise.
Are you saying it should just add 2 STR and 4 DEX rather than replace? That can easily be done, and benefit warrior characters more, but I wasn't sure of the outcome.

Equipping a feat means you add it to an empty feat slot. If you acquired a racial feat with "Cursed" it doesn't cost you anything, but applies a penalty such as Rage (I should call it Moonlit Rage) or the fact that you'll still die of old age as a very weak vampire.
As far as I know you can't unequip feats except by retraining, and if it's possible to retrain your race feat (by magic?), well then... I guess you'd have to retrain all your monster feats since you can't use them.

I also left out all those half-outsider spell abilities. It was just too much. They can grab a caster class if they want them.
CatharzGodfoot wrote: Lastly, take a X 1/Cambion 2. Sink your bonus feats into Fiend Blood (Baatezu) and Darkness Eternal. A third level character with perfect night vision and deeper darkness at will is ridiculously good. The attribute bonuses, saves, skills, and BAB are just gravy.
Should I just give it normal darkness?
Last edited by JonSetanta on Wed Mar 28, 2012 1:09 am, edited 1 time in total.
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Post by OgreBattle »

I think this is how point-buy systems got invented
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Post by JonSetanta »

OgreBattle wrote:I think this is how point-buy systems got invented
Been there, written that, got so insane with the microcalculations and pricing racial abilities that I said "fuck it" after the first three tries and just slapped everything into feats after that.

This shit here is for class-based systems actually. I wrote a fourth incarnation of classless after I assigned most of the monster inherent abilities in the MM series into "qualities" that have slot levels like spells do and can be equipped as feats.
For monsters that use spells, I just gave them spells appropriate to their level. There were some changes to be made, such as low level outsiders with Greater Teleport suddenly getting reduced to Dimension Door or no teleporting at all, but it actually worked out very well.


Anyway, made the Sprite races in a way that I should have considered for the old Feybook project but didn't think of it at the time.
If you think level 1 flight is broken you should take a look at a gnome or halfling with the spell Reduce Person and a hawk or eagle mount...
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Post by JonSetanta »

Minor change; basic Werewolf feat grants CON +2 when equipped, while Werewolf levels grant WIS bonus as by normal Lycanthrope template.
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Post by CatharzGodfoot »

So, is this game supposed to be D&D balanced? Or is it a stand-alone?
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Post by JonSetanta »

It's some options for making D&D templates without templates.

You pick your racial traits and take racial levels, PC or NPC.

It's something I did wrong back with Feybook. I went about it the wrong way.
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Post by Blasted »

Would it be worth having scaling feats, along the lines of:
"After X levels of having vampire, you get Y" in order to reduce the feat tax?
This presupposes that the feat tax is too high.
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Post by CatharzGodfoot »

Are you implying that a character can be "cursed" with 'sprite' (perhaps in the Feywild, or by a wicked witch)?

Also, it would be nice to know the system that you're working with: how 'cursed' racial feats work, how mana pools work, etc. Are these things described in a different thread that you could link to?
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Post by JonSetanta »

CatharzGodfoot wrote:Are you implying that a character can be "cursed" with 'sprite' (perhaps in the Feywild, or by a wicked witch)?

Also, it would be nice to know the system that you're working with: how 'cursed' racial feats work, how mana pools work, etc. Are these things described in a different thread that you could link to?
Sprite doesn't have Cursed listed and therefore can't be passed on by bites or similar. Assume you either have to be Fey or live in a fey environment until the DM says "you're a fairy now", you can just use humans, gnomes, elves, goblinoids, or halflings for the base race.

I didn't describe Cursed aspects of racial feats further than what the feats themselves say; you essentially get an extra feat, but it has a drawback.
I also didn't anticipate exceptions such as Underworld style human/vampire/werewolf although it is probably possible.
You acquire a Cursed feat in the way it states. It's your option from there on to add it in a feat slot you have, which allows you to ignore some of the drawbacks (or in the case of vampire, give you immortality)

These are vague concepts designed to work with a variety of D&D variants, the mana system was just an insert from the Magister class I posted earlier and a classless D&D concept that uses mana for all different kinds of class powers, it's nothing more than what the mention described it as.

As for scaling feats, I wanted to avoid the mistakes I did with Feybook years ago, wherein I would grant a fistful of scaling utility spells for a single racial feat.
No, this time it's assumed you get a feat every third level and sometimes more as by classes such as those I've made for each race, and that's that. Either you focus your feats on being a better monster or you become a better typical class-based PC. Dabbling in both might get you unusual results though.
Last edited by JonSetanta on Fri Mar 30, 2012 1:21 am, edited 2 times in total.
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Post by CatharzGodfoot »

With all that in mind, I have a bit of a litany for you. Don't take this the wrong way, but I think that your balancing of these feats and classes is absolutely atrocious, and some of the flavor decisions seem inexplicable.

What follows is an example of rebalancing the werewolf, and an attempt to make some implicit assumptions explicit.

Curse feats
When a character in afflicted with certain curses, she also gains a feat with the curse type. This feat does not take up a feat slot. Once a character has such a feat, however, she can add it to a normal slot. At that point the feat is considered "naturalized". The effects under the "cursed" heading of the feat are removed, and additional features of the feat may manifest.
A curse feat that does not occupy a slot can be removed like any other curse. Once it is naturalized, though, it is there to stay.
Aside from not requiring feat slots, curse feats follow the normal rules. A character cannot, e.g., acquire two racial curse feats; the first racial curse makes her 'immune' to the second'.

Racial feats
Some powerful races, particularly ones with eclectic powers, are implemented as feats. A character can only have one racial feat, and the name of that feat is added to her creature subtype list.

Evolution feats
Evolution feats have the "x evolution" subtype, where x is the name of a racial feat. Only characters with the appropriate racial feat can take evolution feats.

Werewolf [curse, racial]
A werewolf's bite attack transmits the curse of lycanthropy. Any small or medium-sized humanoid that takes damage from a werewolf's bite must make a fortitude save (DC 10 + level/2 + Con) or gain the Werewolf feat.
Curse: Upon the rising of the full moon, a werewolf transforms into a wolf. This works as an alternate form, but the character retains her own ability scores and can use any gaze attacks or breath weapons of her normal form. With the transformation, the werewolf must make a will save (DC 10 + level/2 + Con) or fly into a feral rage. In this rage, she immediately seeks out the nearest edible living being and tries to kill and eat it, repeating the process with additional prey until the sun rises and she transforms back into her normal form.
Naturalized: A naturalized werewolf can take on her wolf alternate form (as above) at will. She no longer risks flying into a feral rage.

Werewolf Hybrid Form [werewolf evolution]
You can halt your werewolf transformation part-way. By doing so, you gain all the benefits of your wolf alternate form, plus two size-appropriate claw attacks, but can still use equipment as a humanoid. As a side benefit, you can transform more quickly, assuming your alternate form or returning to normal as a move equivalent action.

Werewolf Hide [werewolf evolution 3]
You gain DR 3 + HD/2, bypassed by silver weapons. Your natural weapons count as silver.

Dire Werewolf [werewolf evolution 6]
Your werewolf alternate form can be that of a dire wolf. When in dire wolf form, you get a +6 bonus to Strength.

The Werewolf Class
The werewolf class is 3 levels long.
Prerequisites
Feats: must have the Werewolf racial feat.
Class Traits
HD: d10.
BAB: good.
Saves: good fortitude & reflex.
Skill points: 6 per level.
Skills: Hide, Intimidate, Listen, Move Silently, Sense Motive, Spot, and Survival.
Class Features
Bonus evolution feats: At each level of the werewolf class, you gain a bonus evolution feat that you qualify for. If you have acquired an evolution feat via a normal feat slot, you can re-select that feat and gain the evolution feat as your bonus. If you are unable to take any evolution feat, you gain a bonus evolution feat as soon as you qualify.
Scent: You gain the scent special ability.
Werewolf rage: When assuming your wolf alternate form, you can also enter a rage. This acts as the rage of a barbarian of you class level, but lasts until you resume your normal form. Barbarian levels stack to determine the effects of werewolf rage.
Terrifying Howl: At 2nd class level, you can utter a terrifying howl. This acts as a demoralize attempt (Intimidation) against all opponents in hearing range.
Quickshift: At 3rd class level, the speed of your transformation increases by one step (standard action -> move action -> swift action -> immediate action).

Sorry for being an overbearing jerk, but yeah...
Last edited by CatharzGodfoot on Fri Mar 30, 2012 12:51 pm, edited 1 time in total.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

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JonSetanta
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Post by JonSetanta »

Overbearing jerk? Not at all. I'm interested in your variant and what you had to say.

Other than that, I personally don't see many balance problems with my own writeup of the Werewolf. It was pretty much a feat-based adaptation of what's in the Monster Manual with little change for balance.

Your clarification of the Curse property is justified. I should have described it further but left it up to the inherent nature of being a curse, which can be taken away with Remove Curse, but I didn't think of the repercussions of Remove Curse removing an equipped feat...


I'll edit my material to balance it out. It won't look like your post, but probably somewhere closer regarding the Curse interaction.
Last edited by JonSetanta on Sat Mar 31, 2012 4:43 pm, edited 2 times in total.
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CatharzGodfoot
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Post by CatharzGodfoot »

Sorry, been working with thin-skinned folks lately.

And fair enough, I don't really expect you to do things exactly how I would. But please consider the removal of bullshit bonuses, attribute and otherwise.


I do have a few more balance concerns. For one, sprites are the fucking master race. Flight and invisibility at 1st level? Sign me up! In addition, the other two sprite feats are crap. Two overpowered feats and two awful feats do not balance out.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

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