Heroic Heritages

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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'].

Well, like I said, these are designed for a setting where all PCs are human and won't be acquiring a bunch of magic items with powers--if I were doing these for general D&D, I'd do things a little differently. Probably ditch the first-level power and tone down the non-skill-related ability.

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. :)]

Not a bad idea, thanks. Usually only at-will attacks get that, so I wasn't thinking about a damage increase--but since you can't retrain this power like you could a class encounter power, a little scaling goes a long way.

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.

By all means.

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.

I'm thinking about doing the multiclass PPs for classes for the same game I made the heritages for--at the very least I'll be making one for wizards, since wizards are only available as multiclass characters in this campaign, and I liked the Spellscarred approach for Forgotten Realms.
 

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Just a quick thought: considering that a number of paragon paths give additional effects when using action points, it might be a fun idea to scale this to the heroic tier by using Second Wind as a trigger.

By having different Heritages grant different effects, you could have some interesting tactical decisions arising. For example, Heritage that gives you a momentary bonus to speed would feel different to one that could grant a bonus to a skill check or even provide a new use for a grab attempt.

Just a random idea. (Which may have been mentioned or covered somewhere else. not sure :) )
 

Okay, I know it's been a few days, but I have not forgotten about this thread! In fact, I have a new Heritage: the Chaos Born.

CHAOS BORN
Creatures of immense power whose alignments are irrevocably Chaotic sometimes have children with mortals or other beings. In rare cases, the child resembles the mother more than the father and in these cases, all that remains of the Chaotic father is the power of Chaos. Chaos Magic can also touch the child if the mother foolishly explores this dangerous and frightening source of power. Those who aren't able to protect themselves are invariably touched by the Chaos and while they may believe they have escaped the effects of the Chaos Magic, the truth is that it is their child that has been affected.

These children are rarely satisfied at home because their minds wander much more than they should and it's like they almost constantly need a new stimulus to keep themselves entertained. Actually, Chaos Born tend to make excellent traveling bards or adventurers because they are never in the same place long enough to become disinterested in it or last long enough to cause trouble as they almost certainly do.

Chaos born are occasionally confused with Tieflings because of the appearance changes that their bodies go through while growing up. No two Chaos Born are affected in the same, but common body changes are strange eye color, eye shape, hair color, skin color, body shapes, hooves, horns, etc.

Level 1: Your movements are frequently odd and jerky and then smooth and graceful. This makes opponents have a more difficult time to hit you. You gain a +1 bonus to AC.

Level 3: Daily - Chaos Aura. Standard Action. Close Burst 2. Wis vs Will. Creatures within the area that are affected by the attack are considered as dazed (save ends).

Level 5: +1 to a random stat. Cannot be changed. Chaos changes different people in different ways.

Level 7: Daily - Chaotic Shifting. Move Action. You can shift up to 3 Squares. Then, choose a random direction and Shift 1d3 Squares in that direction.

Level 9: Encounter - Burst of Chaos. Minor Action. You attempt to touch the Chaos to give you strength. Sometimes it is successful, but other times, you fail and instead lose energy. Your attack damage is modified by the following chart. This effect lasts until the end of your next turn.

1d4 Effect
1 - Subtract 1d6 from the damage.
2 - No effect.
3 - Add 1d6 to the damage. This is of the same type of damage as the attack.
4 - Add 2d6 to the damage. This is of the same type of damage as the attack.
 


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