I'm working on a few racial feats for the PoC races. Here's what I have so far. Any comments or ideas? I'm searching for more feat ideas for Engi and Space Pirates, and I'm not too familiar with what cold spells and effects exist to offer Phrygisians.
Cybot
Flight Boosters: In the original feat list before I even worked specifically on racial feats.
Self-Repair: Done
Improved Self-Repair: Done
Engi
Nanobot Dissolution: Done
Lanius
Consumptive Salvage: Done
Deoxygenation: Can completely drain all oxygen in a 20 foot radius as a standard action. Assuming normal airflow, the oxygen in the surrounding areas will be redistributed over the course of 1 minute. Stronger winds speed it up (see Obscuring Mist and related spells).
Phrygisian
Greater Ice Affinity: Done
Icy Power: Gain more cold-related SLAs. Feat chain, with each additional feat giving stronger SLAs and a higher CL for racial SLAs, but requiring a higher character level.
- Cha 13, ECL 3rd: CL = HD, Chill Metal 3/day, Resist Energy (cold only) 1/day, +2 daily uses of Obscuring Mist
- Cha 15, ECL 5th: Protection From Energy (cold only) 3/day, Sleet Storm 1/day
- Cha 17, ECL 7th: Wall of Ice 1/day, Ice Storm 3/day, +2 daily uses of Sleet Storm
Space Pirate
Augmentation Mastery: Done
Zoltan
Zoltan Energy Surge: Done
Improved Zoltan Energy Shield: While your Zoltan Energy Shield has any hp, you are immune to death effects and to teleportation effects for which you are not willing. In addition, any attack that deals any damage to your Zoltan Energy Shield deals no damage to you, regardless of the amount of absorption remaining (it may still deal damage to other energy shields protecting you).
Augmentation Mastery [Racial]
Prerequisite: Space Pirate, augmentation affinity racial trait.
Benefit: You can have any number of types of grafts without penalty. In addition, you can use the total number of grafts that you have, maximum 5, in place of the number of grafts you have a of a specific type when determining the benefits you gain for having multiple grafts of the that type, as long as you have at least one graft of that type. For example, if you had two cybernetic grafts and one draconic graft, you would gain DR 2/magic and a +2 bonus on saving throws against poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain, as though you had three cybernetic grafts and three draconic grafts.
Consumptive Salvage [Racial]
Prerequisite: Lanius, metallic sustenance racial trait.
Benefit: You have an unusual metabolism, even for a Lanius. When you consume significant metal deposits, your metabolic processes accelerate rapidly, to the point of healing wounds in a matter of minutes. When you consume a metallic object, in addition to gaining sustenance from it, you gain fast healing 1. This fast healing lasts for 1 round for every 15 gp of the object's market price. If you consume additional metallic objects while this fast healing is still ongoing, the duration stacks. Some time over the next 24 hours, you excrete waste materials worth one-third of the consumed objects' total market price. These waste materials lack any additional nutritional value to a Lanius.
Flight Boosters [Cybernetic, Racial]
Prerequisite: Cybot, boosters racial trait.
Benefit: While you have at least 1 point of energy allocated to your boosters ability, you can use your boosters to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 40 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding. You can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your boosters automatically attempt to slow your descent. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
While you have at least 2 points of energy allocated to your boosters ability, you become able to fly at a speed of 40 feet (average maneuverability). You can't fly while carrying a medium or heavy load. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can only fly in this low power state for a maximum of 10 minutes per day. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods (even if you can only maintain your flight for 1 round at a time).
While you have at least 3 points of energy allocated to your boosters ability, your boosters have sufficient power to allow for sustained flight. You can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running.
The speed bonus granted by your boosters also applies to the glide and fly speeds granted by this feat.
Greater Ice Affinity [Racial]
Prerequisite: Phrygisian, ice affinity racial trait.
Benefit: You add an additional +1 to the save DCs of your Cold effects (for a total increase of +2).
Improved Self-Repair [Racial]
Prerequisite: Cybot, easy repair racial trait, Self-Repair.
Benefit: You gain fast healing 1 while at or below half your maximum hit points, allowing you to heal 1 hit point each round.
Nanobot Dissolution [Racial]
Prerequisite: Engi.
Benefit: Once per day when you would take damage that would reduce you to 0 hit points or lower, you can make separate yourself among the nanobots that make up your collective consciousness. You attempt a Will save (DC 5 + damage dealt); if it succeeds, you simply break apart into trillions of individual nanobots and vanish. The nanobots also disassemble all your non-organic gear and anything you are holding or carrying. One day later, you reappear at full hit points in a place you know of near to where you dissolved (but no more than 1 mile away), as your component nanobots return together to reform you. The nanobots also reconstruct the equipment they disassembled in the same condition as when you dissolved; even magical properties are retained. While dissolved, you do effectively not exist—you can do nothing, nor can any of your enemies do anything to you.
Self-Repair [Racial]
Prerequisite: Cybot, easy repair racial trait.
Benefit: You gain a bonus on all Craft checks made to repair yourself equal to 3 plus your character level. In addition, you heal 1 hit point every hour of rest while at 0 or fewer hit points. Finally, if you have "drowned" from immersion in liquids, you can restore yourself to normal functionality as soon as your hit points are raised to 0 or higher.
Normal: A "drowned" Cybot requires 24 hours after being raised to 0 hit points or higher to restore itself to normal functionality, or 1 hour if it is the recipient of a Heal or Craft check.
Zoltan Energy Surge [Cybernetic, Racial]
Prerequisite: Con 13, Zoltan, Zoltan energy shield racial trait.
Benefit: Three times per day as a free action, you can draw upon more of your natural energy, granting you 2 points of temporary energy for 1 minute. As part of using this ability, you can allocate some or all of the temporary energy granted to your Zoltan energy shield, and it recovers to its (potentially increased) full hit points as though you had refreshed your energy.