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Heroic Heritages
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<blockquote data-quote="Paradygmatic" data-source="post: 4476894" data-attributes="member: 77342"><p>The first Heroic Heritage I have right now is Beastly Heritage.</p><p><span style="color: SeaGreen"></span></p><p><span style="color: SeaGreen">BEASTLY HERITAGE</span></p><p>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 </p><p>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.</p><p></p><p>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.</p><p></p><p><span style="color: SeaGreen">Level 1:</span> 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.</p><p></p><p><span style="color: SeaGreen">Level 3:</span> Encounter: Animal Reflexes. Immediate Reaction when getting hit with an attack targeting either Reflex or AC. The Beastly Hero adds +2 to the defense.</p><p></p><p><span style="color: SeaGreen">Level 5:</span> +1 Dexterity</p><p></p><p><span style="color: SeaGreen">Level 5:</span> 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].</p><p></p><p><span style="color: SeaGreen">Level 7:</span> Encounter: Climb. Move Action. By using your clawed hands, you can climb up to your speed.</p><p></p><p><span style="color: SeaGreen">Level 9:</span> 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.</p></blockquote><p></p>
[QUOTE="Paradygmatic, post: 4476894, member: 77342"] The first Heroic Heritage I have right now is Beastly Heritage. [COLOR=SeaGreen] BEASTLY HERITAGE[/COLOR] 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. [COLOR=SeaGreen]Level 1:[/COLOR] 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. [COLOR=SeaGreen]Level 3:[/COLOR] Encounter: Animal Reflexes. Immediate Reaction when getting hit with an attack targeting either Reflex or AC. The Beastly Hero adds +2 to the defense. [COLOR=SeaGreen]Level 5:[/COLOR] +1 Dexterity [COLOR=SeaGreen]Level 5:[/COLOR] 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]. [COLOR=SeaGreen]Level 7:[/COLOR] Encounter: Climb. Move Action. By using your clawed hands, you can climb up to your speed. [COLOR=SeaGreen]Level 9:[/COLOR] 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. [/QUOTE]
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