Inspired by discussion in my
choose your own ability penalty thread:
Okay, so the idea here is to make a feat for each race that accentuates something about the culture or their tactics on some way. Each gives two abilities and four SLAs (granted at odd levels 3 - 9). While it's a boost to casters, I'm hoping they will help non-casters more, at least in the lower levels. I haven't thought up any SLAs beyond 9th level, and I'm not sure if I want to, or if they should be separate feats, or what.
Dwarven Stone LorePrerequisite: dwarf, or spent several years immersed in dwarven culture.
Benefit: When tracking, you may treat stone surfaces as soft earth for purposes of calculating the DC.
You gain a +4 racial bonus to AC and all saving throws against stone traps (such as dead falls or boulders) and all traps set in stone. If a successful save against the trap causes a reduced effect or half damage, you suffer no effect or damage on a successful save.
As your character level increases, you gain the following spell-like abilities, each usable 1/day. The DC is 10 + 1/2 your character level + your Con mod.
- 3: Meld With Stone
- 5: Stone Tell
- 7: Stone Shape
- 9: Wall of Stone
Elven Wood LorePrerequisite: elf, or spent several years immersed in elven culture.
Benefit: Each round of movement, you may ignore a number of squares of difficult terrain equal to your character level.
If you pass within five feet of a trap or snare in an out-door area, you may roll a Search check to notice it as if actively searching (the DM likely makes this roll in secret).
As your character level increases, you gain the following spell-like abilities, each usable 1/day. The DC is 10 + 1/2 your character level + your Int/Wis/Cha mod (once this choice is made, it cannot be changed).
- 3: Entangle
- 5: Spike Growth
- 7: Diminish Plants/Plant Growth (while you know both of these, only one may be used each day)
- 9: Wall of Thorns
Gnome Illusion LorePrerequisite: gnome, or spent several years immersed in gnomish culture.
Benefit: If you fail a Will save to disbelieve an illusion, you may immediately make a second saving throw as a free action and use the higher of the two rolls. You may do this once per separate effect.
When you cast an Illusion spell or otherwise create an illusionary effect, you may designate any number of creatures to receive a competence bonus to their Will save to disbelieve the illusion equal to your character level.
As your character level increases, you gain the following spell-like abilities, each usable 1/day. The DC is 10 + 1/2 your character level + your Int/Wis/Cha mod (once this choice is made, it cannot be changed).
- 3: Mirror Image
- 5: Major Image
- 7: Illusionary Wall
- 9: True Seeing
Halfling Hearth LorePrerequisite: halfling, or spent several years immersed in halfing culture.
Benefit: You gain a +2 racial bonus to Diplomacy, Gather Information checks, and Sense Motive.
Any potion you brew or drink has the Empower Spell metamagic feat applied to it. This does not affect the spell's level of the potion, and you or the caster does not need to have the Empower Spell feat.
As your character level increases, you gain the following spell-like abilities, each usable 1/day. The DC is 10 + 1/2 your character level + your Int/Wis/Cha mod (once this choice is made, it cannot be changed).
- 3: Calm Emotions
- 5: Create Food and Water
- 7: Tongues
- 9: Heroe's Feast
Drow Arcane LorePrerequisite: drow, or spent several years immersed in drow culture.
Benefit: The range of your darkvision increases by 30 feet. If you do not have darkvision, you gain darkvision to a range of 30 feet.
You are not slowed down, stuck, or otherwise impeded by webs, both mundane or magical. You may climb on webs with a speed equal to your base land speed and you may move through them as though they weren't there.
As your character level increases, you gain the following spell-like abilities, each usable 1/day. The DC is 10 + 1/2 your character level + your Int/Wis/Cha mod (once this choice is made, it cannot be changed).
- 3: Levitate
- 5: Deep Slumber
- 7: Greater Invisibility
- 9: Passwall
Goblin Stealth LorePrerequisite: goblin, bugbear, hobgoblin, or spent several years immersed in goblin, bugbear, or hobgoblin culture.
Benefit: When you become visible after being affected by an invisibility effect for any reason, you have 20% concealment until the beginning of your next turn.
If you detect an invisible creature or object non-visibly (such as through a Listen check, blind sense, or scent), you may make a Spot check with a +20 competence bonus to see it as a free action. The usual penalties for spotting invisible creatures apply to the roll.
As your character level increases, you gain the following spell-like abilities, each usable 1/day. The DC is 10 + 1/2 your character level + your Int/Wis/Cha mod (once this choice is made, it cannot be changed).
- 3: Invisibility
- 5: Clairaudience/Clairvoyance
- 7: Greater Invisibility
- 9: Dimension Door
Kobold Trickery LorePrerequisite: kobold, or spent several years immersed in kobold culture.
Benefit: If you are carrying a light load and have not been enlarged beyond small size, you do not trigger any pressure plate-activated traps over which you walk.
When you flank an opponent, you gain a +4 bonus to the attack roll instead of +2.
As your character level increases, you gain the following spell-like abilities, each usable 1/day. The DC is 10 + 1/2 your character level + your Int/Wis/Cha mod (once this choice is made, it cannot be changed).
- 3: Shatter
- 5: Explosive Runes
- 7: Confusion
- 9: Persistent Image
Orc Survival LorePrerequisite: orc, half-orc, or spent several years immersed in orcish culture.
Benefit: You gain scent.
You are constantly under the effect of Endure Elements as an extraordinary ability.
You can survive an number of days equal to your Constitution modifier (to a minimum of 1) without food and water before you begin suffering adverse effects. After a period of not eating or drinking, you must consume a day's worth of food and/or water for each day missed.
As your character level increases, you gain the following spell-like abilities, each usable 1/day. The DC is 10 + 1/2 your character level + your Con mod.
- 3: Protection from Arrows
- 5: Neutralize Poison/Remove Disease (while you know both of these, only one may be used each day)
- 7: Stoneskin
- 9: Death Ward