Showing posts with label homebrew. Show all posts
Showing posts with label homebrew. Show all posts

Saturday, August 24, 2024

On Bringing Back Ability Damage

In D&D 3.5e, we had Ability Damage. Things (especially poison, but also other stuff, especially various creatures) could deal damage directly to an ability score -- if you take 1d6 Strength Damage, your Strength score goes down by 1d6 (so your Strength modifier correspondingly goes down by about half of 1d6).

If any of your Abilities reach 0 from damage, you are, depending on the Ability, paralyzed (a physical score), unconscious (a mental score), or dead (Constitution). If you take an 8-hour sleep, you heal damage in each damaged Ability by 1; if you take a 24-hour sleep, you heal each by 2. You can also take Ability Drain, which is basically the same but it doesn't heal without magic.

The designers of 5th Edition, of course, judged this all absurdly fiddly and mathy -- not only do you have to track each of your current Ability scores separate from your actual Ability scores (plus keep track of how much is Damage and how much is Drain), you also have to do the (x-10)/2 (rounded down) thing for each one to calculate your current and actual Ability modifiers -- and, probably rightly and correctly, dispensed with the whole thing.

I do find its loss very mildly unfortunate. It did allow a fair bit of differentiation between monsters. This guy just paralyzes you, that guy gradually makes you more sluggish until you're paralyzed, the other guy makes you dumber until you're paralyzed, and so on.

To the rescue: the OSR stylings of Swedish TTRPG Dragonbane!

In Dragonbane, each Ability score can have or not have a Condition. If you have a Condition in an Ability score, every time you roll that Ability for anything, you simply roll with what in 5e would be called Disadvantage (in Dragonbane, it's called a "Bane").

Porting that back to 5e, we could, while maintaining a high level of simplicity, have 3 (or even 4) levels of "ability score damage":

  • Regular, undamaged (roll normally)
    If you then fail a save vs Ability Damage:
  • Damaged (all rolls with that Ability have disadvantage)
    If you then fail another save vs Ability Damage in an already-damaged Ability:
  • Paralyzed/Unconscious (or, if Constitution, unconscious and making Death saves)
    We could also introduce some sort of blessing/boon/etc that goes the other direction:
  • Blessed or something (all rolls with that Ability have advantage, with the side benefit that you have an extra level of buffer against Ability Damage to that Ability -- failing a save vs Ability Damage when you're blessed in that Ability just brings you down to normal)
We could take Dragonbane's names for the Conditions (Exhausted, Sickly, Dazed, Angry, Scared, and Disheartened), some of which are already used in 5e (plus the term "Condition" itself has a 5e meaning, too). We could just call them Bane and Boon to Abilities, terms which are mostly not already in use.

Tuesday, December 12, 2023

On Fish-People

I have long complained that, of all the array of fish-people and seafolk available in D&D, they're all kind of samey. Let's see, we've got...

  • Merfolk are people with a fish tail
  • Tritons are people who live underwater and are just kind of slightly fishy -- in earlier editions, they were at least Outsider(native)s, which is something to latch on to. (Although it does make them kind of overlap with water genasi -- but without it, they instead overlap with, like sea elves.)
  • Locathah are just kind of generically fishy, although in earlier editions they kind of looked like the Creature from the Black Lagoon
  • Sahuagin are just kind of generically fishy, albeit with a telepathic connection to sharks
  • Kuo-toa are just kind of generically fishy, albeit also slimy
So let's see what I did with that to make it a little less boring (and also options for player characters, because my setting is so heavy on seafolk)...


Merfolk

Species Traits
  • Ability Score Increases: Your Dexterity score increases by 2, and your Charisma score increases by 1.
  • Type: Your type is Humanoid.
  • Size: Your size is Medium.
  • Speed: You have a land speed of 10 feet and a swim speed and a swim speed of 40 feet. You begin play with a free Combat Wheelchair, which grants a land speed of 25 feet.)
  • Amphibious: You can breathe both air and water.
  • Versatility: You gain one free skill proficiency of your choice and one free tool proficiency of your choice.
  • Languages: You can read, write, and speak Common and Aquan.

Triton

In previous editions, tritons were native outsiders. In mine, they're still immigrants from the Hellish Plane of Water. So...

Species Traits

As in Mordenkainen Presents: Monsters of the Multiverse, except:
  • You have the Humanoid and Elemental types. If any favorable effect would affect either of your types, it affects you. If any unfavorable effect would affect one of your types but not the other, you can be affected by it but you have advantage on saves against it. If any effect would affect neither of your types, you are immune to it. If any effect would affect both of your types, you do not gain immunity or resistance to it from your types. 

Sahuagin

Notwithstanding recent efforts to make them, like, green and lizardy, Sahuagin can just be shark-people.

Species Traits
  • Ability Score Increase: Your Strength score increases by 2, and your Wisdom score increases by 1.
  • Type: Your type is Humanoid.
  • Size: Sahuagin are larger than humans, ranging from 6 to 7 feet tall. Your size is Medium.
  • Speed: You have a base land speed of 30 ft, and you have a swim speed equal to your land speed.
  • Superior Darkvision: Within 120 feet, you can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Limited Amphibiousness: You can breathe both air and water. However, you cannot receive the benefits of a Short or Long rest unless you are fully submerged in water for the entire duration of your rest.
  • Frenzy: On your turn when you reduce a creature to 0 hit points, you can use a bonus action to move up to your speed and make an additional weapon attack against another creature you can target.
  • Shark Telepathy: You can telepathically speak to any shark within 120 feet of you.
  • Claws and Bite: Your claws and bite are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing (claws) or piercing (bite) damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Languages: You know Common and Sahuagin.

Kuo-Toa

Kuo-toa shall be anglerfish, complete with anglerfish sexual dynamics: 
  • Males are Tiny Beasts with 1 Intelligence (using the Quipper statblock).
  • Females are Medium Humanoids (using the Kuo-Toa statblock, or the species traits here).
Biologically female Kuo-Toa have six genders (Up, Down, Charm, Strange, Top, and Bottom), which they borrowed from the sexual hexamorphism of the Aboleths they chill with. It's not well-understood by surface-dwellers how romantic combinations of these genders works.

Species Traits
  • Ability Score Increase: Your Strength score increases by 2. Your Constitution score increases by 1.
  • Type: Your type is Humanoid.
  • Size: Your size is Medium.
  • Speed: You have 30 foot land speed and swim speed equal to your land speed.
  • Superior Darkvision: Within 120 feet, you can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Amphibious: You can breathe air and water.
  • Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
  • Otherworldly Perception: You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.
  • Slippery: You have advantage on ability checks and saving throws made to escape a grapple.
  • Bite: Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Languages: You know Common and Kuo-Toan.

Locathah 

I decided Locathah should be axolotl-folk.

The main deal with axolotls is that they are actually the tadpole form of a salamander which just never metamorphoses, just grows to an adult size instead. Thyroid hormone can be administered to induce metamorphosis into a salamander that hasn't been seen in the wild for millions of years. So, naturally, axolotl-folk can do that with magic.

Species Traits

  • Replace the listed Limited Amphibiouisness trait with:
    • Limited Amphibiousness. You can breathe both air and water. However, you cannot receive the benefits of a Short or Long rest unless you are fully submerged in water for the entire duration of your rest.

Feat: Metamorphosed

A Locathah shaman can cast the Ceremony spell on another Locathah to induce metamorphosis into a super-adult stage.

Prerequisites
  • Locathah species.
  • You must be under the effects of the Coming of Age Ceremony cast by a Locathah shaman at time of feat selection.
Effect
  • You lose the effect of your Limited Amphibiousness trait, and are now fully amphibious -- you can breathe both air and water, and do not need to be submerged in water to gain the benefits of a Short or Long Rest.
  • You have Resistance to Poison damage.
  • Your skin turns a vivid color and begins to secrete a poisonous toxin. If you are hit by a Bite attack, the attacker takes 1d6 Poison damage. If you are subject to the Swallow Whole ability, the creature that swallows you takes xd6 poison damage on your turn every round you are swallowed, where x is equal to your Constitution modifier (minimum 1).
    • You can harvest your own poison as per the rules in the Dungeon Master's Guide, except you do not need to be incapacitated or dead; you are not immune to your own poison, but you remain Resistant to its Poison damage. The harvested poison can be used as-is or refined:
      • When used as-is, this is an Ingested poison that deals 2d6 Poison damage, Constitution save negates. A dose of this poison lasts for 24 hours before it becomes inert.
      • Refining the poison follows the Crafting rules, but you have unlimited access to the ingredients. When refined, it becomes a dose of Pale Tincture poison, which lasts indefinitely until use.

Tuesday, November 22, 2022

Dual Types

I have heard tell that, early in the development of 5e, the notion of creatures/races with two Types was thrown around, and eventually ruled against. I don't know how it was meant to work at the time, but it does fill a much-needed gap.

Early on in published 5e, PCs could only be Humanoid. The Eberron book made Warforged simply Humanoid, rather than the old 3.5e jerry-rig of Construct(living construct) that made them technically Constructs but also work for PC purposes (mostly resurrection).

Then, later on, they abandoned that principle and started publishing races that are other Types, such as the Fairy in Wild Beyond the Witchlight. They had realized it's not super important for PCs to be Humanoid -- although there are still no properly Undead options (the three Lineages in Van Richten's Guide to Ravenloft are Humanoid, but with various Undead-esque properties). I hear tell there is or will be an actual Construct option (the Autognome?).

My solution to there being no Undead PC options, Warforged being nonsensically Humanoid, and so on: bring back dual Types!

  • Some races -- including warforged (humanoid/construct), tiefling (humanoid/fiend), aasimar (humanoid/celestial), dragonborn (humanoid/dragon), kobold (humanoid/dragon), and alithi elves (humanoid/plant) -- have dual creature type.
  • If any favorable effect would affect either or both of your types, it affects you.
  • If any unfavorable effect would affect one of your types but not the other, you can be affected by it but you have advantage on saves against it.
  • If any effect would affect neither of your types, you are immune to it.
  • If any effect would affect both of your types, you do not gain immunity or resistance to it from your types.

The one peculiarity here is: what happens if you have an effect that has a positive effect on one of your Types and a negative effect on your other Type? I'm not sure if there are any actual effects that heal a living thing but do radiant damage to Undead, but a character with both the Humanoid and Undead Types would have to deal with it if it does. My instinct is that you are affected by both -- you are, in that example, healed and take radiant damage (albeit with advantage on any saves against it). But this is a rare enough circumstance that I'd leave it up to individual DM adjudication.

Friday, October 14, 2022

3.5e Lizardfolk and Myconid Monster Classes

Lizardfolk Racial Traits

LevelBABHDFortRefWillClass Features
1+01d8+0+2+0+1 Natural Armor, 2 Claws (1d4), +2 Strength, -2 Intelligence, +2 Swim
2+12d8+0+3+0+3 natural Armor, +2 Balance, +2 Jump
3+12d8+0+3+0+5 Natural Armor, Hold Breath, 1 Bite (1d4), +2 Constitution, +4 Balance, Jump, Swim

  • Skills: The lizard folk gains 4 x (2 + Int modifier) skill points at level 1. Its class skills are Balance(Dex), Jump(Str), and Swim(Str). At level 2 the Lizard folk gains 2 + Int modifier skill points. A Lizardfolk does not gains any skill points at level 3.
  • Ability Adjustments: 1st Level: +2 Strength, -2 Intelligence 3rd Level: +2 Constitution
  • Weapon and Armor Proficiency: A lizardfolk is proficient with simple weapons and shields.
  • Racial Skill Bonuses: At level 1 a lizard folk gains +2 racial bonus to swim checks. This bonus increases to +4 at level 3. At level 2 a lizard folk gains a +2 racial bonus to both jump and balance checks. These bonuses increase to +4 at level 3.
  • Natural Armor: At 1st level a lizard folk has a +1 Natural Armor bonus. This increases by 2 at each level, thus at 2nd level the natural armor bonus is +3 and at 3rd level it is +5.
  • Natural Weapons: At Level 1, a lizard folk has 2 claw attacks (1d4 damage). At level 3 a lizardfolk gains a bite attack (1d4 damage).
  • Hold Breath: At level 3 a lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
  • Automatic Languages: Common, Draconic.
  • Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • Favored Class: Druid

Myconid Racial Traits

  • Racial Traits:
    • Tiny Plant
    • -2 Str, +2 Dex, -2 Int, +2 Wis.
    • Land speed 20 feet.
  • Plant Traits:
    • Low-light vision.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
    • Not subject to critical hits.
    • Plants breathe and eat, but do not sleep.
  • Automatic languages: none. Bonus languages: common, terran, undercommon, drow sign language. Myconids have no mouths and so cannot speak any language that requires speech, but they can understand, read, and write any language they know. Some take the time to learn drow sign language, to communicate with outsiders without using rapport spores.
  • Class Skills: Diplomacy, Intimidate, Knowledge (nature), Listen, Move Silently, Profession (farmer), Profession (herbalist), Sense Motive, Spot, Survival.
LevelHDBABFortRefWillSkill PointsAge RangeSpecial
1st1d80200(2+INT)x44-8Feat, slam 1d3, Tiny
2nd1d802004-8+2 Dex, +2 Cha, distress spores
3rd2d81300(2+INT)8-12+2 Str, +2 Con, +2 Int, +1 natural armor, slam 1d4, Small, reproduction spores
4th3d82311(2+INT)12-16Feat, +2 Str, -2 Dex, slam 1d6, Medium
5th3d8231112-16+2 Cha, +2 Wis, rapport spores
6th4d83411(2+INT)16-20+2 Str, +2 Con, pacification spores
7th5d83411(2+INT)20-24+2 Str, +2 natural armor, slam 1d8, Large
8th5d8341120-24+2 Con, +2 Wis, hallucination spores
9th6d84522(2+INT)24+Feat, +2 Str, +2 Int, +2 Cha, Potion Making, animation spores
  • Proficiencies: Slam attack only. Not proficient with any armor.
  • Feats: All characters gain a feat at first level and every three hit dice thereafter. A myconid with no class levels will gain these feats at 1st, 5th, and 11th levels.
  • Age Range: Myconids are unlike other monster classes in that they advance through hit dice by age.
    • If a character’s age is below the lower age limit for a level in the myconid monster class, they may not take that level, and must take a player class level instead.
    • If a character’s age is over the upper age limit for their current myconid level, they may not take levels in any class other than the myconid class.
  • Slam Attack: At 1st level, a myconid has a slam attack which does 1d3 damage. The damage for this slam attack increases as indicated at levels 3, 4, and 7.
  • Size Change: At 1st level, a myconid is Tiny, with a space/reach of 2.5/2.5, a size bonus of +2 to attacks and AC, a size bonus of +8 to Hide checks, and a penalty of -8 to bull rush, grapple, overrun, and trip attempts.
    • At 3rd level, the myconid grows to Small. Its space/reach increases to 5/5, its size bonus to attacks and AC drops to +1, its size bonus to Hide checks drops to +4, and its penalty to bull rush, grapple, overrun, and trip attempts drops to -4.
    • At 4th level, the myconid grows to Medium. Its size bonuses to attacks and AC, Hide checks, and penalty to bull rush, grapple, overrun, and trip attempts are all reduced to 0.
    • At 7th level, the myconid grows to Large. It gains a size bonus of +4 to bull rush, grapple, overrun, and trip attempts, a penalty of -1 to attack and AC, and a penalty of -4 to Hide checks.
  • Spores: As a standard action, a myconid of 2nd level or higher can release a cloud of spores. At 3rd, 5th, 6th, 8th, and 9th level, a myconid gains a new variety of spore but does not lose access to the previous varieties. Each type of spore can be used a number of times per day equal to the myconid’s total Hit Dice (including class levels). A level 5 myconid, for example, has the first three spores (distress, reproduction, and rapport), and it can use each variety three times per day. The DC for saves to resist the effect of spores is equal to 10 + the myconid’s Wisdom modifier. Spores can be released either in a 120-foot spread or as a 40-foot ranged touch attack against a single target, as noted in the individual descriptions.
    • Distress: These spores alert all other myconids within the area that danger is near. They are released in a 120-foot spread.
    • Reproduction: These spores eventually germinate into new infant myconids. They are released as a 120-foot spread and have no detrimental effects on nonmyconids. A dying myconid of 3rd level or higher will automatically release reproduction spores.
    • Rapport: Myconids do not speak, but these spores enable them to establish telepathic communication with each other and with outsiders. A successful Fortitude saving throw negates the effect, but it is harmless. Rapport last for 30 to 60 minutes with outsiders, but for 8 hours with other myconids. Rapport spores can be released as either a 120-foot spread or a 40-foot ranged touch attack. Regardless of the release area, communication range is 120 feet once rapport is established.
    • Pacification: These spores are released as a 40-foot ranged touch attack. The target must make a Fortitude saving throw or become passive for 1 minute. Being passive is similar to being dazed, except that the target can take move actions that don’t involve attacking. This is a mind-affecting compulsion effect.
    • Hallucination: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw or suffer powerful hallucinations that duplicate the effects of a confusion spell for 1 hour.
    • Animation: When released over a dead body, animation spores begin a process that covers the corpse with purple fungus. After 1d4 days, the corpse reanimates as a servant under the control of the myconid. A servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned or otherwise affected as an undead. Over the course of 1d6 weeks a myconid-animated corpse slowly decays. At the end of that period it simply disintegrates into dust.
  • Potion Making: A myconid of 9th level or higher may choose the Brew Potion feat, even if it is not a caster (this is not a bonus feat). It can duplicate the following effects as a cleric or druid once per day (but only for the purpose of brewing potions): bull’s strength, cure light wounds, cure moderate wounds, cure serious wounds, delay poison, endurance, endure elements, greater magic fang, invisibility to animals, lesser restoration, magic fang, negative energy protection, neutralize poison, protection from elements, remove blindness/deafness, remove disease, remove paralysis, resist elements.

Wednesday, October 12, 2022

3.5e Outsider Monster Classes

Ghaele Eladrin Racial Traits

As in Monster Manual I/the SRD, or:

  • Racial Traits:
    • Starting Ability Score Adjustments: None.
    • Speed: Ghaele land speed is 50 feet.
    • Subtypes: A ghaele has the Chaotic and Good subtypes.
    • Low-Light Vision: Ghaeles can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
    • Saves: +4 racial bonus on saving throws against poison.
    • Favored Class: Whatever class you take for your first base class level.
  • Outsider Traits:
    • Darkvision: Ghaeles can see in the dark up to 60 feet.
    • Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
  • Automatic languages: Celestial, Infernal, and Draconic. Bonus languages: Any.
  • Class Skills: The ghaele's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (any three, chosen at 1st level)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Spot (Wis).
LevelHDBABFortRefWillSkill PointsSpecial
1st1d8+1+2+2+2(8 + Int mod) x 4Feat, lesser ghaele powers 1/day
2nd2d8+2+3+3+38 + Int mod+2 Dex, spells, natural armor
3rd3d8+3+3+3+38 + Int modFeat, +2 Int, spell resistance (8+level)
4th4d8+4+4+4+48 + Int mod+2 Str, Tongues
5th5d8+5+4+4+48 + Int mod+2 Wis, Lesser ghaele powers 3/day, resistance (fire 5, cold 5, electricity 5)
6th5d8+5+4+4+4--+2 Cha, Ghaele powers 1/day, protective aura (magic circle against evil)
7th6d8+6/+1+5+5+58 + Int modFeat, +2 Str, Alternate form, light rays 2d6, gaze (5 ft., 1 HD)
8th7d8+7/+2+5+5+58 + Int mod+2 Int, Lesser ghaele powers at will, Ghaele powers 1/day or 3/day, immunities (electricity, petrification)
9th7d8+7/+2+5+5+5--+2 Wis, DR 5/evil or cold iron, protective aura (minor globe of invulnerability), gaze (15 ft., 3 HD)
10th8d8+8/+3+6+6+68 + Int mod+2 Str, +2 Int, Light rays 2d8, Ghaele powers 1/day or at will
11th8d8+8/+3+6+6+6--+2 Str, +2 Cha, Resistances (fire 10, cold 10), gaze (30 ft., 5 HD), Greater ghaele powers 1/day
12th9d8+9/+4+6+6+68 + Int modFeat, +2 Str, +2 Wis, Light rays 2d12, gaze (60 ft., 5 HD)
13th9d8+9/+4+6+6+6--+2 Con, greater ghaele powers 1/day or 3/day
14th10d8+10/+5+7+7+78 + Int mod+2 Str, +2 Cha, DR 10/evil and cold iron
15th10d8+10/+5+7+7+7--+2 Str, +2 Con, greater ghaele powers 1/day or at will, spell resistance (13+level), SLA caster level +2
  • Proficiencies: Ghaeles are proficient with all simple and martial weapons, but not with armor or shields.
  • Feats: All characters gain a feat at first level and every three hit dice thereafter. A ghaele with no class levels will gain these feats at 1st, 3rd, 7th, and 12th levels.
  • Lesser Ghaele Powers (Sp): A ghaele can use the following spell-like abilities once per day each: aidalter selfcolor spraycomprehend languagescontinual flamecure light woundsdancing lightsdetect evildetect thoughts, and see invisibility. At fifth level he can use them three times per day, and at eighth level he can use them at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.
  • Spells: Beginning at 2nd level, a ghaele in humanoid form casts spells as a cleric of his ghaele level minus 1 (so cleric casting is progressed at every level other than 1st). A ghaele has access to any two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity).
  • Natural Armor (Ex): Beginning at second level, a ghaele has natural armor equal to his ghaele level minus one.
  • Spell Resistance (Ex): At third level, a ghaele gains spell resistance equal to ghaele levels plus 8. At fifteenth level, this increases by 5, to ghaele levels plus 13.
  • Tongues (Su): Beginning at fourth level, a ghaele can speak with any creature that has a language. The ghaele's caster level for this effect is his ghaele level minus one. This ability is always active.
  • Resistance (Ex): At fifth level, a ghaele gains resistance 5 to cold, fire, and electricity. At eighth level, he gains immunity to electricity and petrification. At eleventh level, his resistances to cold and fire increase to 10.
  • Ghaele Powers (Sp): Beginning at sixth level, a ghaele can use the following spell-like abilities once per day: chain lightningcharm monsterdispel magichold monsterimproved invisibility (self only), major image, and wall of force. At eighth level he can use any of these except chain lightning and wall of force three times per day, and at tenth level he can use any of them except chain lightning and wall of force at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.
  • Protective Aura (Su): Starting at 6th level, as a free action a ghaele can surround himself with a nimbus of light having a radius of 20 feet. This light acts as a magic circle against evil (but providing +4 bonuses instead of +2 bonuses). At ninth level, the protective aura also functions as a lesser globe of invulnerability. The ghaele's caster level for these effects is his Racial Hit Dice (i.e., HD from ghaele levels). The aura can be dispelled, but the ghaele can create it again as a free action on his next turn.
  • Alternate Form (Su): Upon reaching 7th level, as a standard action a ghaele can assume the form of an incorporeal globe of color 5 feet in diameter. In humanoid form, he cannot fly or use his light rays, but he can use his gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, he can fly (at a speed of 150 feet with perfect maneuverability), use his light rays, and use spell-like abilities, but he cannot cast spells or use his gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form. The ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability used to view a ghaele with this ability, however, reveals both forms simultaneously.
  • Light Ray (Ex): A ghaele in globe form can project two light rays per round with a range of 300 feet, dealing 2d6 damage at seventh level, 2d8 damage at tenth level, or 2d12 damage at twelfth level.
  • Gaze (Su): At seventh level, a ghaele gains a gaze attack in his humanoid form that can kill or cause fear. The range of the attack and the maximum HD of creatures it can affect increases as the ghaele attains higher levels. Evil creatures of the indicated HD or less must succeed on a Will save (DC 10 + 1/2 ghaele's RHD + ghaele's Cha modifier) or die instantly. Those that succeed are affected as though by a fear spell for 2d10 rounds. Nonevil creatures of the indicated HD or less and evil creatures with more than the indicated HD must succeed on a Will save or suffer the fear effect.
  • Damage Reduction (Ex): Beginning at 9th level, a ghaele gains DR 5/evil or cold iron. At fourteenth level, this improves to DR 10/evil and cold iron.
  • Greater Ghaele Powers (Sp): Beginning at eleventh level, a ghaele can use prismatic spray and greater teleport (self plus 50 pounds of objects only) once per day each. At thirteenth level, he can use greater teleport three times per day, and at fifteenth level he can use greater teleport at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.

Succubus Racial Traits

As in Monster Manual I/the SRD, or:

  • Racial Traits:
    • Starting Ability Score Adjustments: +2 Dex, +6 Cha
    • Speed: Succubus land speed is 30 feet.
    • A succubus has the Chaotic and Evil subtypes.
    • Poison Immunity: Succubi are native to a plane where poison is omnipresent.
    • Skills: +8 racial bonus on Listen and Spot checks
    • Favored Class: Whatever class you take for your first base class level.
  • Outsider Traits:
    • Darkvision: Succubi can see in the dark up to 60 feet.
    • Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Succubi gain satisfaction from using their Energy Drain ability, but not true sustenance.
  • Automatic languages: Abyssal, Celestial, and Draconic. Bonus languages: Any.
  • Class Skills: The succubus's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (any 1, chosen at 1st level)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), and Spot (Wis).
LevelHDBABFortRefWillSkill PointsSpecial
1st1d8+1+2+2+2(8 + Int mod) x 4Feat, 2 claws 1d3, change shape (1), natural armor, resistances (acid 5, cold 5, electricity 5, fire 5), tongues, spell resistance (6+RHD)
2nd2d8+2+3+3+38 + Int mod+2 Int, lesser succubus powers 1/day, telepathy 100 ft
3rd2d8+2+3+3+3--+2 Cha, fly 50 ft. (average), change shape (3)
4th3d8+3+3+3+38 + Int modFeat, +2 Con, +2 Int, lesser succubus powers 3/day
5th4d8+4+4+4+48 + Int mod+2 Cha, energy drain 1/day, change shape (any humanoid)
6th5d8+5+4+4+48 + Int mod+2 Wis, +2 Int, lesser succubus powers at will, resistances (acid 10, cold 10, electricity 10, fire 10)
7th5d8+5+4+4+4--+2 Wis, +2 Cha, succubus powers 1/day, spell resistance (12+RHD)
8th6d8+6/+1+5+5+58 + Int modFeat, +2 Cha succubus powers 3/day, electricity immunity
9th6d8+6/+1+5+5+5--+2 Str, +2 Cha, energy drain at will, succubus powers at will, DR 10/cold iron or good, summon vrock (30%)
  • Proficiencies: Succubi are proficient with all simple and martial weapons but not with armor or shields.
  • Feats: All characters gain a feat at first level and every three hit dice thereafter. A succubus with no class levels will gain these feats at 1st, 4th, and 8th levels.
  • Claws: A succubus has two claw attacks that are natural weapons dealing the indicated damage plus Strength bonus.
  • Tongues (Su): A succubus can speak with any creature that has a language. The succubus's caster level for this effect is her Racial Hit Dice (i.e., Hit Dice from succubus levels) x 2. This ability is always active unless the succubus chooses to disable it as a free action. The effect can be dispelled, but the succubus can create it again on her next turn as a free action.
  • Spell Resistance (Ex): A succubus has spell resistance equal to 6 + her Racial Hit Dice (i.e., Hit Dice from succubus levels). At 7th level, this increases to 12 + Racial Hit Dice.
  • Change Shape (Su): At first level, a succubus chooses one Small or Medium humanoid form, and can use the Change Shape ability to assume this form at will. At third level, the succubus chooses two additional forms, and can change between these forms at will. At fifth level, the succubus can assume the form of any Small or Medium humanoid at will.
  • Resistances (Ex): At first level, a succubus has resistance 5 to acid, cold, electricity, and fire. At sixth level, this resistance increases to 10.
  • Natural Armor (Ex): A succubus has natural armor equal to her succubus level.
  • Telepathy (Su): At second level, a succubus gains telepathy. She may communicate telepathically with any creature within 100 feet that has a language.
  • Lesser Succubus Powers (Sp): At second level, a succubus can use the following spell-like abilities once per day each: detect gooddetect thoughts, and suggestion. At fourth level she can use them three times per day, and at sixth level and higher she can use them at will. A succubus's caster level for all spell-like abilities is equal to her succubus level.
  • Flight (Ex): At third level, a succubus gains a fly speed of 50 with average maneuverability.
  • Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The Will DC to negate the effect of the suggestion and the Fortitude DC to remove the negative level is 10 + 1/2 the succubus's RHD (i.e. HD from succubus levels) + the succubus's Charisma modifier. The succubus can use this ability once per day at fifth level, at will at ninth level.
  • Succubus Powers (Sp): Beginning at seventh level, a succubus can use charm monsterethereal jaunt (self plus 50 pounds of objects only), and greater teleport (self plus 50 pounds of objects only) once per day each. At eighth level, she can use these abilities three times per day, and at ninth level, she can use them at will. A succubus's caster level for all spell-like abilities is equal to her succubus level.
  • Electricity Immunity (Ex): At eighth level, a succubus is immune to electricity.
  • Damage Reduction (Ex): At ninth level, a succubus gains DR 10/cold iron or good.
  • Summon Vrock (Su): At ninth level, once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

Tuesday, January 18, 2022

3.5e Homebrew Feats

 =Revised Feats=


===Able Learner [General]===

As in ''Races of Destiny'', except:


Special: This feat may be taken at any level. It does not apply retroactively to skill points already spent.


===Battle Blessing [General]===

As in ''Complete Champion'', except:


Prerequisite: Ability to cast paladin (any variant), ranger, hexblade, sohei, or blackguard spells.


Choose [[Ranger]], [[Hexblade]], [[Paladin]], [[Sohei]], or [[Blackguard]] spells. The benefit applies to spells cast as that class from that class's list (so it doesn't apply to Cleric spells cast by a Prestige Paladin or Druid spells cast by a Prestige Ranger).


Special: This feat can be taken more than once. Each time, select a new class from the list for the benefit to apply to.


===Dodge [Fighter]===

Prerequisite: Dex 13.


Benefit: You receive a +1 dodge bonus to Armor Class.


A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.


For effects of other feats and class features that key off the target of your dodge, you must still pick one foe and can re-designate your target on any action.


Special: A fighter may select Dodge as one of his fighter bonus feats.


===Extra Spell [General]===

As in ''Complete Arcane'', except:


You may choose a spell from any class list. If the spell you choose isn't on your class list, then use the spell level of the first list it appears on of the following: sorcerer/wizard, cleric base list, druid, bard, paladin, ranger, any other base class, any cleric domain, any prestige class.


===Non-Living Meldshaper [Monstrous]===

Despite having no soul of your own, you maintain the ability to channel incarnum through force of will alone.


Prerequisites: Intelligence 3, Constitution nonability


Effect: Use your Wisdom score to determine the maximum number of soulmelds you can shape. If you would use your Constitution score to determine a soulmeld's save DC, use your Wisdom score instead. For the purpose of all [Incarnum] and other meldshaping-related feats (including all feats in ''Magic of Incarnum'') and meldshaper prestige classes, any Constitution prerequisites are instead Wisdom prerequisites for you.


Special: This feat updates and replaces Undead Meldshaper (''Magic of Incarnum'').


===Open Minded [General]===

You are naturally able to reroute your memory and skill expertise.


Benefit: You gain 5 skill points. For every Hit Die you possess beyond 5, you gain an additional 1 skill point. If you have more than 5 Hit Dice, you gain +1 skill point whenever you gain a Hit Die (such as when you gain a level). Spend these skill points as normal. You cannot exceed the normal maximum ranks for your level in any skill.


Special: You cannot gain this feat multiple times.


===Vow of Poverty [General]===


As in [http://www.giantitp.com/forums/showthread.php?140428-Vow-of-Poverty-Fix this fix], except that bonuses accrue by HD instead of by ECL.


=New Feats=


==General Feats==


===Adept Shaman [General]===

<s>You have learned to merge two aspects of the dragon.


Prerequisite: dragon shaman level 3, dragonfire adept level 3, Knowledge (arcana) 8 ranks


Benefit: Your levels in dragon shaman and dragonfire adept stack for the purpose of dragonfire adept breath weapon damage (but not breath effects), draconic invocations known (but not level of invocation known), and draconic auras known.


Special: When you take this feat, you lose your Dragon Shaman breath weapon and any advances to it you may have gained.</s>


===Average Size [Racial]===

You are closer to the line between Medium and Small than most of your kin.


Prerequisite: Engineer, Dwarf throwback, or Gnome throwback, 1st level only


Benefit: If you are an Engineer or a Gnome throwback, you gain the benefits of Powerful Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.


If you are a Dwarf throwback, you gain the benefits of Slight Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as Hide), you are treated as one size smaller if doing so is advantageous to you. You are also considered to be one size smaller when "squeezing" through a restrictive space. You can use weapons designed for a creature one size smaller without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.


=== Daguna/Ataratheh [Racial] ===

You are patrilineally descended from the great [[Locathah]] hero Dagon Daguna or matrilineally descended from the Locathah heroine Atargatis Ataratheh, giving you greater rights and prestige in Locathah society.


Prerequisite: Locathah or Seafolk Heritage(Locathah), father is Daguna or mother is Ataratheh


Benefit: You gain a +5 circumstance bonus to Diplomacy when interacting with Locathah. If your father is Daguna, you are Daguna, giving you the right to be elected Tanist. If instead your mother is Ataratheh, you are Ataratheh, giving you the right to vote at the Tanistmoot.


Special: If your father is Daguna ''and'' your mother is Ataratheh, you may gain this feat twice. The circumstance bonus to Diplomacy when interacting with Locathah stacks with itself, and you are both Daguna and Ataratheh, allowing you both to be elected Tanist and to vote at the Tanistmoot.


===Draconic Marshal [General]===

<s>You have merged two different aura traditions.


Prerequisites: 4 draconic auras known, 2 minor auras known, 1 major aura known, knowledge (arcana) 5 ranks, knowledge (history) 5 ranks


Benefit: Your marshal and dragon shaman levels stack for the purpose of determining minor, major, and draconic auras known. Any time you could select a new draconic aura, you may select from the major aura list; any time you could select a new major aura, you may select from the draconic aura list. Your aura bonus for both major and draconic auras is the higher of your two aura bonuses (for example, a level 2 marshal, level 5 dragon shaman has an aura bonus of +2 for both their major and draconic auras).


Normal: A marshal may select draconic auras for their major auras, but not vice versa.</s>


===Eldritch Adept [General]===

<s>You have learned to merge two invocation traditions. 


Prerequisite: eldritch blast 2d6, Dragonfire Adept breath weapon 2d6, knowledge (the planes) 5 ranks, knowledge (arcana) 5 ranks 


Benefit: Your Warlock and Dragonfire Adept levels stack for the purpose of determining the level of invocation you can learn at a new level, and the damage dice for your eldritch blast and dragonfire adept breath weapon.


In addition, any time you would learn a new Warlock invocation, you may instead learn a new Dragonfire Adept invocation. Any time you would learn a new Dragonfire Adept invocation, you may instead learn a new Warlock invocation. </s>


===Enginesoul [Racial]===

You have spent so much time in the engine rooms of submarines that repairing them is second nature to you.


Prerequisite: Engineer race


Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day – ''mending'', ''repair minor damage'', ''repair light damage''.


Special: You may select this feat multiple times. Each time you do, you may use each spell-like ability one additional time per day.


===Extra Favored Class Bonus [Racial]===

Benefit: You gain the other [[Favored Class Bonuses|favored class bonus]] for your racial favored class, in addition to the one you already selected.


===Grounded [Racial]===

Due to their dwarf heritage, engineers have a natural resistance to spells and spell-like abilities, as indicated by their racial bonus to saves. Occasionally, some fluke of engineer genetics causes this magic resistance to be more powerful than usual.


Prerequisite: Engineer race, base Fortitude save +5


Benefit: You gain spell resistance equal to 5 + your total hit dice.

If you already have spell resistance from some other source, your existing spell resistance increases by +2.


===Meditator Psicrystal [Psionic]===


Prerequisite: Psicrystal Affinity, Psicrystal Containment, your psicrystal must be a [psionic] creature, manifester level 5th


Benefit: Your psicrystal can take an action (normally a full-round action, or a move action if the psicrystal has the Psionic Meditation feat) to make a Concentration check at the usual difficulty (DC20) to focus for you the psionic focus you can store inside it. Focusing your psionic focus and focusing its own psionic focus are still separate actions for your psicrystal.


Normal: If you have Psicrystal Containment and your psicrystal is a [psionic] creature, but you do not have this feat, your psicrystal can use its action to focus only its own focus, not yours.


===Mer-Descended Triton [Racial]===

There is more Merfolk blood in your lineage than that of most Tritons.

Prerequisites: Triton race, first level only


Effect: Your type becomes Humanoid and you lose the Native subtype. Your Outsider hit dice become Humanoid hit dice.


You lose your Darkvision but retain Low-Light Vision. Your Base Attack Bonus from racial HD drops from +3 to +2. Your base Reflex save from racial HD remains +3, but your base Fortitude and Will saves drop to +1. Your skill points from racial HD drops from 8+int per level to 2+int per level.


Additionally, your Level Adjustment drops from +1 to +0.


===Part of That World [Racial]===

Increased interactions and interbreeding with other races (particularly yuan-ti and the rare selkies) have given some merfolk the innate ability to, with practice, work minor transformations on themselves.


Prerequisite: Merfolk race or Mer-Descended Triton.


Benefit: An innate talent for magic grants you the following spell-like ability at a caster level equal to your hit dice: 1/day - alter self.


Special: You may select this feat multiple times. Each time you do, you may use the spell-like ability one additional time per day.


===Polearm Precision [Fighter]===

Prerequisite: Weapon Focus with any reach weapon.


Benefit: You can strike with a reach weapon past a square containing a creature without taking the standard –4 penalty on your attack roll.


Special: A fighter may select Polearm Precision as one of his fighter bonus feats.


===Split Spell-Like Ray===

You can affect two targets with a single spell-like ray.


Prerequisite: character level 3, at least one qualifying spell-like ability


Benefit: Choose a single spell-like ability that specifies a single target, makes a ranged touch attack, and does damage. You can cause this spell-like ability to fire one additional ray beyond the number normally allowed. You can split this spell-like ability up to three times per day. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.


===Triton-Descended Mer [Racial]===

There is more Triton blood in your lineage than that of most Merfolk.


Prerequisite: Merfolk race, first level only


Benefit: Your type becomes Outsider and you gain the Native subtype.


You gain Darkvision 60 feet.


===Unholy Toughness===

Prerequisite: Undead type, must not have Unholy Toughness from another source


Benefit: You gain a bonus to your hit points equal to your Charisma bonus (minimum +1) times your Hit Dice.


===Versatile Alignment [General]===

You’ve picked up enough habits outside your alignment that you are able and willing to behave in ways that conflict with your true alignment, and can take levels in classes you otherwise wouldn’t due to your alignment.


Prerequisite: +3 Base Attack Bonus


Benefit: Choose one class or prestige class. You may take levels in this class even if your alignment is one step different on one axis than the requirement for that class. You never lose class features for being the wrong alignment in this class, as long as you are within one step of the correct alignment.


For example: You may take levels in the barbarian, bard, or druid class with this feat if you have any alignment. You may take levels in the monk class with this feat as long as you are not chaotic.


You may take levels in the cleric class if you are one additional step from your god. For example, a cleric of a lawful good god may now be chaotic good, neutral, or lawful evil, in addition to lawful neutral, neutral good, or lawful good. When doing a god’s work, you must still adhere in practice to that god’s alignment or risk losing your cleric powers.


You may take levels in the paladin class if you are neutral good or lawful neutral, but you must still adhere in practice to a lawful good code of conduct or lose your paladin powers.


Special: You may take this feat more than once. Each time you do, it applies to a different class.


==Mongrelfolk Feats==

===Aberrant Mongrel [Racial, Aberrant]===

Prerequisite: Mongrelfolk race, Aberration Blood (''Lords of Madness'')


Benefit: Pick any any aberration. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.


In addition, you gain the Aberration type and the [Augmented Humanoid] subtype. You gain darkvision 60.


===Aligned Heritage [Racial]===

Your aligned heritage is particularly strong.


Prerequisite: Mongrelfolk race, Mongrel Subtype Heritage (Chaotic, Evil, Good, or Lawful)


Benefit: You gain all the traits of your alignment subtype. Any effect that depends on alignment affects you as though you have your subtype's alignment, no matter what your alignment actually is. You also suffer effects according to your actual alignment. You overcome damage reduction as if your natural weapons and any weapons you wield are aligned to your subtype.


===Built Heritage [Racial]===

You are descended from giants, ogres, minotaurs, or some other oversized creature.


Prerequisites: Mongrelfolk, Monkey Grip


Effect: Pick any Large or Huge aberration, dragon, fey, giant, humanoid, monstrous humanoid, or outsider. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.


In addition, you have a Powerful Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this trait stack with effects of powers, abilities, and spells that change the subject's size category.


Special: This ability to use weapons designed for a creature one sized larger than your own does not stack with your Monkey Grip feat. You may not take both this feat and Small Heritage.


===Draconic Mongrel [Racial, Draconic]===

Prerequisite: Mongrelfolk race, Dragonblood subtype


Benefit: Pick any any Dragon. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.


In addition, you gain the Dragon type and the [Augmented Humanoid] subtype. You gain darkvision 60, low-light vision, and immunity to magic sleep effects and paralysis effects.


===Elemental Heritage [Racial]===

Your elemental heritage is particularly strong.

Prerequisite: Mongrelfolk race, Mongrel Subtype Heritage (Air, Cold, Earth, or Fire)


Benefit: If you have Mongrel Subtype Heritage (Air), you gain a glide speed equal to your land speed. (You never take falling damage. When falling, you may move your glide speed horizontally for every 10 feet you fall.)


If you have Mongrel Subtype (Cold), you gain cold resistance 10 and vulnerability to fire.


If you have Mongrel Subtype (Earth), you gain a burrow speed of 5 feet. You can burrow only through substances with the consistency of loose dirt.


If you have Mongrel Subtype (Fire), you gain fire resistance 10 and vulnerability to cold.


===Extra Arm [Racial]===

Prerequisite: Mongrelfolk or Myconid race


Benefit: You have an extra arm.


Special: You may take this feat more than once. Each time you do, you sprout an extra arm.


===Extra Leg [Racial]===

Prerequisite: Mongrelfolk or Myconid race


Benefit: You have an extra leg. You can carry loads as a quadruped. You gain +2 to ability checks to resist being tripped when standing on the ground.


Special: You may take this feat more than once. Each time you do, you sprout an extra leg and gain an additional +2 to your checks to resist being tripped. You never gain the benefits of being a quadruped more than once. However, if you should happen to lose some of your legs for any reason, you still count as a quadruped as long as you have at least three legs.


===Fey Mongrel [Racial]===

Prerequisite: Mongrelfolk race


Benefit: Pick any any Fey. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits. In addition, your type changes to Fey, and you gain the [Augmented Humanoid] subtype.


===Large Heritage [Racial]===

You are descended from giants, ogres, minotaurs, or some other oversized creature.


Prerequisites: Mongrelfolk, Built Heritage, Monkey Grip


Effect: You lose the benefits of your Powerful Build and Monkey Grip feats, but you are naturally Large sized. Your height is doubled and your weight is multiplied by 8. You gain the following size modifiers: -1 to attack and armor class, +4 to Grapple, -4 to Hide, +2 to Strength, -2 to Dexterity (to a minimum of 1). You have a space of 10 feet and a natural reach of 10 feet. Your unarmed strikes do 1d4 instead of 1d3 damage. You use larger equipment, which is correspondingly more expensive, but your weapons also do more damage because of their size.


Special: Strongarm Bracers (Magic Item Compendium) ''do'' function with your new Large size category, and allow you to wield weapons of up to Huge size without penalty.


===Mongrel Subtype Heritage [Racial]===

You are descended from some specific manner of creature.


Prerequisite: Mongrelfolk race


Benefit: Choose any subtype, and choose a creature with that subtype. You are descended from that creature for the purpose of your Emulate Race and Diffuse Blood racial traits. You gain no traits of the subtype, but you are treated as possessing that subtype for all other purposes. (Unlike many mongrelfolk feats, you may not take this feat more than once.)


===Monstrous Mongrel [Racial]===

Your blood contains traces of something weird. There is no need to speculate on the exact mechanics of how it got there.


Prerequisite: Mongrelfolk race, level 1 only


Benefit: Pick any any aberration, animal, dragon, elemental, magical beast, monstrous humanoid, ooze, outsider, plant, undead, or vermin. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.


In addition, your type changes to Monstrous Humanoid, and you gain the [Augmented Humanoid] subtype. You gain no new traits or features.


===Outsider Mongrel [Racial]===

Prerequisite: Mongrelfolk race, level 1 only


Benefit: Pick any any Outsider. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.


In addition, your type changes to Outsider, and you gain the [Augmented Humanoid] and [Native] subtypes. You gain Darkvision 60. You can be raised, reincarnated, or resurrected as other living creatures can be. You still need to breathe, eat and sleep.


===Seafolk Heritage [Racial]===

You count one of the races of the sea among your ancestors. This can manifest even late in life.


Prerequisite: Mongrelfolk race


Benefit: Pick any creature with the [aquatic] or [water] subtype. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.


In addition, you can breathe both air and water. You gain the [aquatic] subtype. You gain +8 to Swim checks to perform some special action or avoid a hazard. You can always choose to take 10 on a Swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line.


Special: You may take this feat more than once. Each time you do, you are descended from an additional seafolk race. You recieve no other benefits for taking this feat more than once.


===Small Heritage [Racial]===

You are descended from kobolds, halflings, fey, or some other undersized humanoid.


Prerequisites: Mongrelfolk, 1st level only


Effect: Pick any Small or Tiny aberration, dragon, fey, humanoid, monstrous humanoid, or outsider. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.


In addition, you are naturally Small sized. Your height is halved and your weight is divided by 8. You gain the following as size modifiers: +1 to attack and armor class, -4 to Grapple, +4 to Hide, -2 to Strength (to a minimum of 1), +2 to Dexterity. Your unarmed strikes do 1d2 instead of 1d3damage. You use smaller equipment, which is correspondingly less expensive, but your weapons also do less damage because of their size. 


Special: You may take this feat more than once. If you do, you may choose a second creature from which you are descended. You receive no other benefits for taking this feat more than once. You may not take both this feat and Built Heritage.


==Initiate Feats==


===Initiate of the Ancestor Spirits [Initiate]===

Prerequisites: Cleric level 3rd, patron Ancestor Spirits


Benefit: Add Iaijutsu Focus and Autohypnosis to your list of cleric class skills.


In addition, you may add the following spells to your cleric spell list:


1: Trance (OA)


2: Ancestral Vengeance (OA)


3: Castigate (OA)


3: Terra Cotta Warrior (OA)


5: Advice (OA)


===Initiate of the Burning Hate [Initiate]===

Prerequisites: Cleric level 6th, patron Burning Hate


Benefit: You can rebuke or command [Fire] creatures as an evil cleric rebukes or commands undead. You may do this a number of times per day equal to 3 + your Charisma modifier.


In addition, you may add the following spells to your cleric spell list:


1: Burning Hands


2: Scorching Ray


3: Fireball


4: Blast of Flame (SpC)


5: Inferno (PGtF)


===Initiate of Dalya [Initiate]===

Prerequisites: Cleric level 3rd, patron Dalya


Benefit: You gain a +4 sacred bonus to saves against ingested poisons. In addition, you add Perform to your list of cleric class skills.


In addition, you may add the following spells to your cleric spell list:


1: Goodberry


2: (Tasha’s) Hideous Laughter


3: Plant Growth


4: Confusion


7: (Otto’s) Irresistible Dance


===Initiate of Hafgufa [Initiate]===

Prerequisites: Cleric or Druid level 3rd, patron Hafgufa


Benefit: You gain the ability to hold your breath for a number of rounds equal to 8 x your constitution score before you risk drowning.


In addition, you may add the following spells to your cleric or druid spell list:


2: Fog Cloud


2: Gust of Wind


2: Swim (OA)


5: Control Winds 


7: Waterspout (SpC)


===Initiate of Inglip [Initiate]===

Prerequisites: Cleric level 3rd, patron Inglip


Benefit: You deal an extra +1d4 damage when wielding a falchion.


Additionally, if you have the Madness domain, add +2 to your Insanity score.


In addition, you may add the following spells to your cleric spell list:


1: Lesser Confusion


2: Touch of Madness


4: Chaos Hammer


4: Confusion


7: Insanity


===Initiate of Mirk [Initiate]===

Prerequisites: Cleric or Archivist level 3rd, patron Mirk


Benefit: Add all Knowledge skills to your list of cleric class skills. In addition, you cast [Darkness] spells at +2 caster level.


In addition, you may add the following spells to your cleric or archivist spell list:


1: (Nystul’s) Magic Aura


2: Detect Thoughts


2: Identify


3: Clairaudience/Clairvoyance


6: Probe Thoughts (SpC)


===Initiate of Numiel [Initiate]===

Prerequisites: Cleric or Paladin level 6th, patron Numiel


Benefit: You treat your level as 2 higher for the purpose of determining if undead are Destroyed rather than Turned when you use Turn Undead.


In addition, you may add the following spells to your cleric or paladin spell list:


1: Disrupt Undead


1: Nimbus of Light (SpC)


2: Deific Vengeance (SpC)


3: Good Hope


4: Voice of the Dragon (SpC)


===Initiate of Quasxthe [Initiate]===

Prerequisites: Cleric level 6th, patron Quasxthe


Benefit: You can rebuke or command Oozes as an evil cleric rebukes or commands Undead. You may do this a number of times per day equal to 3 + your Charisma modifier.


In addition, you may add the following spells to your cleric spell list:


1: Grease


2: (Melf’s) Acid Arrow


4: (Evard’s) Black Tentacles


4: Crushing Despair


4: Unholy Blight


===Initiate of Sequoia [Initiate]===

Prerequisites: Cleric or Druid level 3rd, patron Sequoia


Benefit: If you are a cleric, you may use Wild Empathy on Plant creatures as a druid can on Animals, treating your cleric level as your druid level.


If you are a druid, you may use your Wild Empathy on Plant creatures, and you also don’t take the -4 penalty when using Wild Empathy on Magical Beasts.


In addition, you may add the following spells to your cleric or druid spell list: 


2: Brilliant Energy Arrow (CoR)


2: Moonbeam (SpC) 


3: Dominate Animal


3: Moon Blade (SpC)


4: Blinding Beauty (BoED)


4: Command Plants


5: Moon Path (SpC)


===Initiate of Urmaggr [Initiate]===

Prerequisites: Cleric level 6th, patron Urmaggr


Benefit: You may rebuke or command Constructs as a normal cleric rebukes or commands Undead. You may do this a number of times per day equal to 3 + your Charisma modifier.


In addition, you may add the following spells to your cleric spell list:


1: Create Trap (RotD)


4: Minor Creation


5: Fabricate


5: Major Creation


6: Fantastic Machine (SpC)


==Leadership Feats==

Without the following feats, cohorts and thralls are limited to Aristocrat, Warrior, Commoner, or racial hit dice (and level adjustment). Followers and believers are always limited to those classes. Cohorts and thralls may always take any prestige class for which they qualify; followers and believers may never take prestige classes. Cohorts, thralls, followers, and believers otherwise follow the usual character creation rules.


===Improved Cohort I===

Prerequisite: Must have a cohort or thrall


Benefit: Your cohort or thrall may take levels in Samurai, Expert, Magewright, Battle Dancer, Monk, Mountebank, Soulknife, Truenamer, Hexblade, or Sohei


===Improved Cohort II===

Prerequisite: Improved Cohort I


Benefit: Your cohort or thrall may take levels in Barbarian, Fighter, Ninja, Rogue, Scout, Savant, Adept, Shadowcaster, Paladin, Ranger, or Spellthief


===Improved Cohort III===

Prerequisite: Improved Cohort I-II


Benefit: Your cohort or thrall may take levels in Warmage, Wild Shape Ranger, Bard, Factotum, Jester, Crusader, Swordsage, Warblade, Shugenja, Binder, Dragonfire Adept, Warlock, Duskblade, or [[Healer]]


===Improved Cohort IV===

Prerequisite: Improved Cohort I-III


Benefit: Your cohort or thrall may take levels in Beguiler, Dread Necromancer, Spirit Shaman, Urban Druid, Death Master, Sorcerer, Evangelist, Favored Soul, Mystic, or Spontaneous Cleric


===Improved Cohort V===

Prerequisite: Improved Cohort I-IV


Benefit: Your cohort or thrall may take levels in Archivist, Artificer, Cleric, Druid/Spontaneous Druid, Sha'ir, Wizard, Shaman, or Wu Jen