Heroic Heritages

Cool! Planesailing had a similar earlier thread - his was to cover racial, multiclassing, and paths (freedom fighter, kinda thing).

One major objection I must admit: I'm less excited to have the abilities show up on levels you get other abilities.

Levels 4 and 8, at a minimum, could use something interesting. So, level 1, 4, 8 I'd definitely want to do if I were making it. Dunno about 2, 6, or 10. Depends how many abilities I wanted to add and of what types.
 

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Cool! Planesailing had a similar earlier thread - his was to cover racial, multiclassing, and paths (freedom fighter, kinda thing).

One major objection I must admit: I'm less excited to have the abilities show up on levels you get other abilities.

Levels 4 and 8, at a minimum, could use something interesting. So, level 1, 4, 8 I'd definitely want to do if I were making it. Dunno about 2, 6, or 10. Depends how many abilities I wanted to add and of what types.

Actually, 1,4,8 was originally what I was planning, but I wanted more than just 3 different things. Didn't seem like enough to me. Don't recall how exactly, but 5 sounded good to me. So then I had to decide on evens versus odds. I wanted first level to give something, so I went with odds.

Seriously though, if you REALLY didn't like the idea of going odds and you wanted levels 1,4,8, then all you have to do is to remove what I have listed as 1st level and 5th level [the stat boost isn't as necessary and so far the only 1st level thing which is pretty much necessary is the Beast Heritage, but otherwise is just a nice little flavorful bonus].

So then at 1st level, you'd gain the 3rd level ability, at 4th level the 7th level ability and at 8th level, the 9th level ability.

If having wrong levels was the only thing you don't like about these, I hope maybe this will make you reconsider them. :)
 



DRAGONBORN
Born to fight, dragonborn are a race of wandering mercenaries, soldiers, and adventurers. Long ago, their empire contended for worldwide dominion, but now only a few rootless clans of these honorable warriors remain to pass on their legends of ancient glory.

Hehe. Just kidding. :)
 

I've started to design a few heroic heritages for my own campaign, following a slightly different model. My campaign is going to be a low-magic, humans-only game in a pulpy, gritty world inspired by Robert E. Howard, Fritz Leiber, and Glen Cook. There are no Divine classes, and with the exception of warlocks, arcane classes are only available as multiclass options (like the spellscarred in the FRPG). Primal characters will probably be allowed once we see them, and if Martial Power isn't as good as I'm hoping it is, I might reevaluate. With that in mind, I'm giving heritages the following benefits:

- Two minor abilities at 1st level. Usually, one is a skill bonus and the other is a unique ability. Some are borrowed from PHB/FRPG/MM races, others are original.
- An encounter power at 1st level. Some are attacks, some are utilities, analogous to the racial powers in the PHB.
- An encounter attack power at level 4.
- An encounter or daily utility power at level 8
- +2 to one of two ability scores at level 10 (which cannot be the same score the character put his human racial bonus into).

Here's an example:

Laani Spirit-Talker
“You think we're alone here? Foolish man, we are never alone.”

Prerequisite: Human raised in Laani
Recommended Classes: Rogue, warlock (fey pact)

You have been initiated in the ways of the Laani shamanic tradition. Through spirit-walks, ecstatic dance, and the consumption of hallucinogenic compounds, you have learned to commune with the spirits of the land, from tree-sprites to beast-gods. With your tom-tom drum at your side and your eyes opened to the hidden world, you call on your invisible friends to aid your allies and strike down your foes.

Laani Spirit-Talker Heritage Features
Spirit-Talker (1st Level): You speak Primordial, the language of the spirits. You add Nature to your list of class skills and gain a +2 bonus to Nature checks.

Spirit Magic (1st Level): You gain the Ritual Caster feat. You may substitute Nature as the key skill for any ritual that normally has Arcana as the key skill. This also affects the components required.

Enlightenment (10th Level): Choose either Wisdom or Charisma. You gain a +2 bonus to that ability score. The ability score you choose cannot be the one you added your human racial ability score bonus to.

Laani Spirit-Talker Prayers
Code:
[B]Beast Speech			Laani Spirit-Talker Utility 1[/B]
[I]By beating a rhythm on your drum or performing a dance to attune yourself 
to the spirit of a natural beast, you can speak to the animal.[/I]
[B]Encounter ✦ Divine
Standard Action	Close[/b] burst 5
[b]Target:[/B] One natural beast in burst
[B]Effect:[/B] You can speak to the target and be understood, and you can 
understand the animal's replies. This communication lasts for 5 minutes.

[B]Primal Scream				Laani Spirit-Talker Attack 4[/B]
[I]With a shrill, ululating wail, you set spirits of terror and pain upon your 
foes.[/I]
[B]Encounter ✦ Divine, Fear, Psychic
Standard Action	Close[/B] blast 3
[B]Target:[/B] Each enemy in blast
[B]Attack:[/B] Charisma vs. Will
[B]Hit:[/B] 1d8 + Charisma modifier psychic damage, and the target grants 
combat advantage to you and your allies until the end of your next turn.

[B]Spirit Walking				Laani Spirit-Talker Utility 8[/B]
[I]Buoyed by your invisible allies, you easily stride across even the most 
difficult terrain.[/I]
[I]Encounter ✦ Divine
Minor Action		Personal
Effect:[/I] Until the end of your next turn, you ignore difficult terrain and can 
walk across any horizontal surface (including liquids) without difficulty. You 
are not immune to damage caused by hindering terrain.
 



Okay, this is as much to post another Heritage as it is to let you know I'm still here, just busy working on other stuff [such as about 9 additional Heritages that are missing 1-2 powers each]. Airborne is fairly simply and once posted, means I only have Water to finish off all 4 of the base elements [Maybe overdone, but too classic to overlook].

AIRBORNE
These Heroes do not feel as comfortable upon the ground. They prefer to be up in the air, to feel the breeze upon their face, to see the sun shining down upon them. The ground is almost strange between their toes. These types of Heroes tend to be the daring, those who risk being in high places because it's safer and offer more reward. The Hero who walks across a narrow board onto the roof of the nearby nobles' house without fear is very possibly an Airborne Hero.

Airborne are generally slightly narrower or more dextrous than other members of their race or even family. Their eyes and hair color doesn't change, but when excited, their eyes tend to brighten, when angry, their eyes darken - the most powerful airborne are said to have tiny specks of lightning within those eyes as if a thundercloud lives within them - and when sad, their eyes become a whiter color - if one looks closely enough, they can see what looks like slight movement as if clouds truly are crossing their eyes.

Level 1: Nimble and daring, also joyful of high and dangerous places, Airborne gain a +2 bonus on Acrobatics checks.

Level 3: Daily - windwall. Standard Action. Choose up to 3 adjacent squares that are filled with the windwall. Movement through these squares costs double. Any ranged, weapon attacks are automatically blocked by this windwall. Any other ranged attacks [such as Arcane ranged attacks] are not affected by this power.

Level 5: +1 dex

Level 7: Encounter - Cushioning Wind. Immediate Reaction: when you are knocked prone or pushed or slid. If you are knocked prone, you immediately stand up. If you are pushed or slid, reduce that movement by one square.

Level 9: Daily - Blast of Wind. Free Action: When dealing damage to an opponent, you also push the target back 4 squares.
 

Laani Spirit-Talker


I like this. It looks like you did do the level 4/8 split. Seems a little level 1 heavy, but I don't think that's necessarily a bad thing. Maybe this is my 3x mindset screaming at me that it's horrible [I've seen WAY too many Base Classes and Prestige Classes homebrewed where people talk too much about the 'I would only ever take 1 level in this class'].

It might not be a bad idea to increase the damage of primal scream to 2d8 + Cha mod at level 21 in an attempt to make sure that people would actually use it [thanks everyone for pointing this out to me when making my own Heritages. :)]

If you don't mind, at some point, I would like to modify this a little bit to fit my own Heritages so my players could have this as an option.

-

It's a pity that Plane Sailing didn't actually stat up any of those multiclass heroic paths. Although... I could probably do something like that with my Heroic Heritages. Wouldn't be completely the same, but I could take the 8 different Power Sources and create versions to better focus in that Power or to be able to mix that Power with another Power [like adding Arcane energies to Fighter powers to create a basic Fighter/Mage type]. Will have to think about this later.

If any one else has any suggestions, I would love to hear them. :)
 

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