Heroic Heritages

Paradygmatic

First Post
Paragon Paths and Epic Destinies exist for levels 11-20 and 21-30, respectively, and there had been talk about racial abilities mattering from levels 1-20, but apparently, that did not make an appearance in the final 4e product.

I remembered Midnight having their Heroic Paths, I think they were called, and decided that with a few modifications, this could work for levels 1-10. For lack of a better name, I decided to call them Heroic Heritages because they're sort of part of your background as you get them at level 1 and then grow further into them.

When I make a few of these and decide to give them out to PCs, I may give them randomly to make things a little interesting rather than have people pick and have merely another set of tools one can use for min-maxing [unless, of course, they come up with an excellent background story; then I may allow them to choose].

I'm going to try to keep the benefits minor, but hopefully still a little interesting. I would like the abilities to be possibly used, but I don't want them to overshadow the character's class abilities.

So what I am posting now is partly to show what I've done and maybe someone else will use them, but I'm also hoping for some critiquing if someone feels up to it. :)

HERITAGES DONE SO FAR:
Airborne
Beastly Heritage
Chaos Born
Earthbound Heritage
Lucky Heritage
Pyrebound
 
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The first Heroic Heritage I have right now is Beastly Heritage.

BEASTLY HERITAGE

Those with the Beastly Heritage tend to be those born either in the wild or to wild parents who care little for civilization. They have lived most of their lives in the wild [usually forests, but doesn't necessarily have to be; any sort of exotic and dangerous locales could work, though those of the fantastical type aren't as common] and are used to hunting or scavenging for their own food and
basically fighting for survival with minimal protection. While Beastly Heroes prefer to stay in their own living areas, they have been known to enter cities on a rare occasion and tend to be talked about as the dirty barbarian who passed through town one day a long time ago.

Beastly Heroes typically do not keep themselves well kept and one can almost be surprised if the Beastly Hero even understands what a bath is. While some wear metal armor, it is banged up and dirty and though it is probably in good condition, it doesn't look like it.

Level 1: Knowledge Nature +2 bonus. Also, the Beastly Heroes claws are longer and sharper than normal individuals of its race. If the race already has claws, it gains a die increase in damage. If not, it gains a Claw attack. The claw attack's Proficiency Bonus, damage, and special properties are equal to any light blade the character can wield. The character can spend a feat at first level only to have them treated as any superior light blade.

Level 3: Encounter: Animal Reflexes. Immediate Reaction when getting hit with an attack targeting either Reflex or AC. The Beastly Hero adds +2 to the defense.

Level 5: +1 Dexterity

Level 5: Special. Your claws can be enchanted as normal weapons. They are considered as Light weapons for purposes of which enchantments they can have on them. [Though this may change to Heavy at level 9. Special: any Light Weapon enchantments on the claws upon switching to Heavy Weapon are not lost].

Level 7: Encounter: Climb. Move Action. By using your clawed hands, you can climb up to your speed.

Level 9: Your Claws lengthen and sharpen. Their damage type increases by one and they can be treated as Light Weapons or Heavy [one-handed] weapons for purposes of powers and feats [though you must choose at 9th level which one they will be considered as from now on]. When attacking a blooded creature, you gain an additional +1d6 damage.
 
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LUCKY HERITAGE
Some people are naturally born lucky. They rely on chance as much as, if not more than, skill. They frequently choose to let their options be determined by the flip of a coin instead of made up on their own. These types of people are more casual and carefree and would rather live in the moment than dwell on the future or even the past. They tend to not think about their choices because they believe that spending too much time thinking means they aren't focused on the good or enjoyable in life.

There are no obvious physical traits to determine if someone is a Lucky Hero, though as mentioned, their attitude can give a good indication of it.

Level 1: Encounter: Touch of Luck. Free Action. Add 1d4 to a single d20 die roll. This can be done after the initial roll and before the result is declared.

Level 3: Daily: Lucky Dodge. Immediate Reaction upon being hit by an attack. The opponent who made the attack rerolls the attack and takes the second result.

Level 5: +1 Dexterity.

Level 7: Encounter: More Luck than Skill. Free Action: To be used upon failing a skill check. Roll a second d20 roll on that skill check. Add +2 to the result. This becomes your skill check.

Level 9: Daily: Lucky swing. Free Action: To be used upon failing an attack roll. Reroll the attack roll and take the second result.
 
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EARTHBOUND
I had more written, but it got eaten, so I don't feel like rewriting it. Will come later.

Level 1: Earthbound have an uncanny knowledge of the earth and its environs even if they have never before seen it. Earthbound gain a +2 bonus on Dungeoneering skill checks.

Level 3: Daily: Shield Wall. Standard Action or Immediate Interrupt. A wall of earth rises up in the space between the square of the Earthbound and the square next to it. This earth provides cover, blocks line of sight, and protects the Earthbound. If this power is used as a Standard Action, it remains until the end of the Encounter and provides a +2 bonus to AC while the Earthbound remains within 1 square of the wall. If used as an Immediate Reaction, the wall rises up but quickly falls back down again, granting a +4 bonus to AC against all defenses for one single targeting melee or ranged attack.

Level 5: +1 Constitution

Level 7: Daily: Earth Move. Move Action. The Earthbond moves up to his speed, but must start and end his movement on the ground. However, stone and earth obstacles may be passed through freely with this ability and line of sight is not needed.

Level 9: Daily: Ground Pound. *Weapon* Standard Action. Burst 1. Strength vs. Fortitude. 1[W] + Str and knock prone. Special: At level 21, this damage increases to 2[W] + Str and knock prone. If the user of this ability is using a Hammer type weapon, the damage increases by 1[W].
 
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PYREBOUND HERITAGE
There are two versions of this heritage. The first is grown into and from the fire. These people live sad lives in which they fight the injustices of the world, but are doomed to fail. These Pyrebound are almost always martyrs to the cause, captured and burned alive at the stake. However, they are not killed, though perhaps they should be. These Pyrebound awaken after their deaths and view the world in hate and anger. Very few of these manage to overcome their feelings and lead somewhat normal lives. Those who do are destined to become legends in their own right as they fight enemies both within and without.

The second type are those who are born from the fire. Perhaps they parents or other close ancestor was once a Fire Dragon in disguise or an Efreeti. Either way, fire is in their blood.

Pyrebound have fiery red hair and eyes, sometimes brilliantly light and other times dull. The most powerful are said to have eyes where flames seem to flicker within the pupils when the light reflects off them. Freckles tend to be more common among the Pyrebound as well.

Depending on the circumstances of how they came into their power, they are either quick to anger but otherwise easily excitable or dark and gloomy, the brilliance in their eyes permanently marred by the circumstances of their first death.

Level 1: Born of fire, Pyrebound are naturally resistant to such attacks, gaining Resist Fire 5.

Level 3: Daily: Fire Barrier. Standard Action. *Fire* A Pyrebound can set a barrier along a single edge of two squares, creating a barrier that grants a +2 bonus to AC. It also projects out heat, dealing an amount of damage equal to the Pyrebound's Dexterity modifier. This lasts until the end of the Pyrebound's next turn.

Level 5: +1 Dexterity

Level 7: Encounter: Pyre Travel. Move Action. The Pyrebound may move through one source of flame to another within 10 squares. This also includes enemies who have been injured by fire in the last turn, whether or not the fire was caused by the Pyrebound or not.

Level 9: Encounter: Blood Rage. *Fire, Necrotic* Immediate Reaction: when an enemy becomes bloodied within 5 squares. The Pyrebound ignites the blood on fire, causing 5 ongoing fire and necrotic damage [Save ends].
 
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Nice idea-you could almost replace races with it... it actually looks more like the leveling races that I was hoping for with 4th ed.

Are the powers from Heroic Heritages in addition to the powers that one would normally gain? (just an element that should be clarified)

One of my worries is that some of the powers gained loose their usefulness quite quickly (those that deal damage), while others are useful for a long time. This is only a simple balance issue.

So-far, so good :).
 

In my head, yes, they are supposed to be in addition to any other abilities normally gained through classes or races. I've tried to make these not outshine those gained in this way by making them a little weaker. If you wanted to retain balance, I suppose you could subtract one or two feats between levels 1-9 or reduce their treasure gain slightly to make up for additional abilities. However, if everyone has one, they should be about equal, so the only time you'd really need to worry about balance is if some people have Heritages and others don't.

Hrm, you're right about the powers that deal damage. For the most part, I've tried to make the attack powers more along the lines of Immediate Reactions [such as the Pyrebound] or Enhancements to attacks [such as the Lucky Heritage]. What I might do is have the abilities all deal an extra [W] or something at level 21. I'll definitely keep thinking about this.

And glad you like it. The idea of having racial abilities through levels 1-10 but in the end not having them is sort of what spurred this on. I also plan on taking some of the templates my group liked in 3e and with a little modification put them as a Heritage, meaning people can be Half-Fiends or Half-Celestials like they used to be but better since they don't have to worry about the LA. :)
 

Looks like a neat idea! Technically, Lucky Swing, More Luck than Skill, and a few other similar powers can't (by RAW) be immediate reactions, as you cannot take immediate actions on your own turn (PH p268).

Given how powerful rerolls seem to be I'm a little concerned that "Lucky" will wind up being the best heritage by a bit, but given that the significant rerolls are 1/day it might work out. Is Ground Pound meant to have the weapon keyword (and gain prof bonus)?

And I don't get how the claw attack is supposed to be useful. A +2 prof 1d6 weapon doesn't seem much good for anyone, as the only class that isn't either already proficient with the sickle (which has the same stats) or something better (shortsword for Rogue) is the Wizard. It gets bumped up to +3 prof 1d8 at level 9, but unless your claws can be enchanted, it's competing with +2 or +3 magic weapons at that point and still seems a poor option.

I'd suggest something like:
Claw (at-will): Str+4 vs AC, 1d4+Str damage; at level 11 increase to Str+6 and 2d4+Str, at level 21 increase to Str+8 and 3d4+Str. Special: you may use this power as a basic melee attack.

But this makes it a separate power (without the weapon keyword), which means no Brute Strikes with claws or whatever. Maybe that's not what you want (and maybe you really want it to count as light blade so rogues can sneak attack with claws?)
 

I'd suggest something like:
Claw (at-will): Str+4 vs AC, 1d4+Str damage; at level 11 increase to Str+6 and 2d4+Str, at level 21 increase to Str+8 and 3d4+Str. Special: you may use this power as a basic melee attack.

But this makes it a separate power (without the weapon keyword), which means no Brute Strikes with claws or whatever. Maybe that's not what you want (and maybe you really want it to count as light blade so rogues can sneak attack with claws?)

Another option is to look at the Gnoll feat Swift Bite from the latest Dragon, which represents your "bite attack" as an extra +1d6 damage vs. bloodied foes. That keeps it useful all the time and doesn't bog things down with extra attack rolls.

As an aside, I really like your setup here. I've had an inkling to do a 4E Robert E. Howard-style game, and had been thinking about doing more than just treating human cultures as races. I may just have to steal this concept.
 

Okay, I changed some of the Immediate Reactions cause looking into the PH, I found that indeed, those are done on enemy's turns and Free Actions are what's done on your turn. I also added damage types to the couple of things that required them [like *weapon* to the ground pound ability; I'm still new to creating stuff, so I completely forgot to include these to ANY of the powers...].

Also, I made the claw better cause you're right, as it was, no one would really wish to use them. I made them like Light Weapons and allowed them to be enchanted as well cause I've always liked the idea of flaming claws and also allows them to be used over the character's entire career.

More Heritages to come soon. :)
 

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