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Post by DM Quietus on Sept 2, 2009 2:12:52 GMT -5
Racial feats are, exactly as it sounds, feats which are limited to a specific race. Taking them will generally expand on abilities and roles a race already has, or will build on a theme the race presents.
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Post by DM Quietus on Sept 2, 2009 2:30:03 GMT -5
Dragon Blooded
Magic in the Blood [Racial]
Prerequisites : Dragon blooded, 11 Charisma
Benefit : The Dragon-blooded gains four 0-level spells known, chosen from the Sorcerer/Wizard spell list. She may cast five per day, as a Sorcerer, using her character level as her caster level.
Special : A Sorcerer who takes this feat instead adds these four spells known to her list of spells known, and may cast an additional five 0-level spells per day.
Feral [Racial]
Prerequisites : Dragon blooded
Benefit : The character gains a natural attack. Each natural attack requires the individual have certain physical traits, though these traits may have grown at some point during the character's growth, at the DM's discretion.
Gore : Requires horns. The dragon blooded gains a Gore attack, which does 1d6+strength piercing damage, and does double damage on a charge. Claws : Requires elongated, claw-tipped fingers. You gain a pair of claw attacks, each of which does 1d4+strength slashing damage. Tail whip : Requires a tail. You gain a Tail Whip attack, which does 1d8+1-1/2 strength bludgeoning damage.
Special : This feat may be taken multiple times. Each time you take this feat, you may choose a different natural weapon to gain. When making a full attack, only one may be your primary weapon; priority goes in order of Claws (both are considered primary), Gore, and Tail. In the case of natural attacks made while wielding weapons, all natural attacks are considered secondary, and claw attacks cannot be made with any hand wielding a weapon.
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Post by DM Quietus on Sept 2, 2009 2:34:21 GMT -5
Human
Ingenuity [Racial]
Prerequisites : Human, Int 11
Benefit : Once per day, you may add a number equal to your character level to one skill check. This must be declared before rolling said skill check. At 10th level, you may do this twice per day, and at 20th level, 3/day.
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Post by DM Quietus on Sept 2, 2009 2:37:43 GMT -5
Halfling
Better Lucky Than Good [Racial]
Prerequisites : Lowlands halfling (standard PHB halfling)
Benefit : Once per day, when rolling an attack, skill check, ability check, or save, you may roll 2d20 instead of 1d20, and add the total. This ability must be declared before making the roll. At 10th level, you may use this ability 2/day, and at 20th, 3/day.
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Post by DM Quietus on Sept 2, 2009 2:46:18 GMT -5
Dwarves
Master Craftsman [Racial]
Prerequisite : Dwarf, 4 ranks in any Craft skill
Benefit : When working with stone, metal, or gems, you work twice as quickly as a smith of another race would. When determining how much work you have accomplished in a given length of time, double the final result. This does not in any way change the cost of an item, it only makes you faster at creating it.
For example, a human smith making a Masterwork Warhammer (DC 20 to craft, total value : 3120 silver) who rolls a total of 20 on his Craft (Weaponsmithing) check would make 20x20, or 400 silver worth of progress that week, representing approximately 1/8 of the item's completion. A Dwarven smith who has taken this feat, however, making the same item and getting the same total roll, would instead produce 20x20x2, or 800 silver worth of progress, completing 1/4 of the work in the same one week worth of time. Both smiths paid 1040 silver in raw materials, the dwarf is simply more attuned to his work, and so completes it more quickly.
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