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Info on Racial Feats
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<blockquote data-quote="Shades of Eternity" data-source="post: 5063532" data-attributes="member: 10869"><p>I'm itching to do some racial feats and want to make sure I understand them before I procede.</p><p></p><p>here's what I've been able to figure out.</p><p></p><p>*******************************************************</p><p></p><p>General </p><p>1 Feats reflect the stereotypes of the Race </p><p>2 Racial feats can give alternatives to standard powers, but should be good enough to be useful and worth a sacrifice of a feat, but not good enough that it's broken</p><p>3 Feats can also be used to make a suboptimal class for a race optimal.</p><p>4 Use description words under race to describe feats if necessary</p><p>5 Feats may build towards racial abilities that the full race would have as a monster, </p><p></p><p>Heroic </p><p>1 Feats often enhance racial abillities in some manner. If it is a simple increase, and can be listed in a sentence, do so, </p><p> Otherwise list the power in a power block. In these cases, it gives a more powerful ability and replaces it</p><p>2 Heroic feats are crunch heavy and are based more on everyday use rather then an action movie feel</p><p>3 Heroic racial feats don't seem to build on each other, but can be the base for a paragon or elite feat</p><p>4 If it has a minimum attribute requirement, it is usually a 13</p><p>5 If any bonuses are given it usually is only the first step..at best a minor bonus of +1 always, +2 in common situations, or +3 in specialized situations</p><p>6 If a bonus is based on a specific energy, it's +2 for one, or +1 for two.</p><p>7 Feats may give proficiency in racial type weapons and a +2 to hit or damage with said weapon</p><p>8 If a power is related to the nature of the creature, it gets +1 to hit and damage; goes up by tier</p><p>9 If an ability is given for use outside of combat, it is usually padded with a minor combat or skill bonus</p><p>10 Bloodied gives a +2 bonus till end of next turn</p><p>11 Bloodied and +1 bonus of some and is mixed with some other bonus that is always on (ex low light).</p><p>12 0 points gives a +2 to two different attributes for the encounter; could probably replace that with a +3 bonus to one</p><p>13 Combat adv usually gives a +2 bonus and with a specific energy</p><p>14 Racial powers can set off a healing surge (either for self or others) - other is usually for a cleric</p><p>15 If class/racial power is defensive, a feat usually requires being struck before "theme" of race takes place.</p><p>16 Rerolls can be taken as a feat, but only one per encounter</p><p>17 If an action would disrupt an ability, taking a feat can remove that disruption</p><p>18 A common theme is an additional -1 to something till the end of turn. Could probably increase to -2 if it is very specific</p><p>19 Initiative isn't very valuable and needs to be added with another minor ability</p><p>20 Can be used to duplicate another heroic feat for stacking purposes….probably shouldn't do that too often</p><p>21 Class specific feats that are also racial are interconnect on both sides.</p><p>22 Feat can be used to expand racial ability to an area effect, rather then one.</p><p>23 If an attribute bonus is added in a racial/class feat, it usually is based on a 2ndary stat of the class.</p><p>24 if based on power source +1 damage and can go up by tier</p><p>25 if a feat tinkers with a beast companion usually gets an ability or a racial resistance</p><p>26 special feature usually adds a +1 bonus till next turn</p><p>27 matches circumstancial bonuses of two skills to get +5</p><p>28 If given resistance to an energy, it is usually 5, and goes up by 5 per tier</p><p> </p><p>Paragon </p><p>1 Powers in feel are that of a tv show or action movie, rather then a simple bonus</p><p>2 They don't usually need prequisites from heroic feats. Instead they usually require a power or skill training</p><p>3 Most of them enhance powers and usually by a significant amount, but non beyond a round's worth of results. </p><p>4 Most are based on a standard action.</p><p>5 Racial Powers are not used if it fails</p><p>6 If a power affects how a character is damaged, it might give an additional favorable effect</p><p>7 Power may give a related, but different effect on top of standard power</p><p>8 It might act as a power trigger</p><p>9 Hit points seem to be 1/2 plus con if triggered by power</p><p>10 Changing a racial power to an at will is really weak, needs other powers at this level</p><p>11 if takes damage or suffers an effect, the paragon feat can retailiate on behalf of the character</p><p>12 a lot of adjacent bonuses used in conjunction with racial powers</p><p>13 can be used to tweak standard move with base ability</p><p></p><p>Elite </p><p>1 Bonus at this level if relatively constant is usually +2, but stacks with other powers</p><p>2 Gives up to +4 bonus in specific circumstances</p><p>3 Often used to restore racial abilities under a specific circumstance</p><p>4 Allows premature ending of powers to get additional bonuses</p><p>5 If reduced to 0 hit points, it causes an additional and powerful effect</p><p>6 Adds a Racial effect to a Class power.</p><p></p><p>*******************************************************</p><p></p><p>Is that right?</p></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 5063532, member: 10869"] I'm itching to do some racial feats and want to make sure I understand them before I procede. here's what I've been able to figure out. ******************************************************* General 1 Feats reflect the stereotypes of the Race 2 Racial feats can give alternatives to standard powers, but should be good enough to be useful and worth a sacrifice of a feat, but not good enough that it's broken 3 Feats can also be used to make a suboptimal class for a race optimal. 4 Use description words under race to describe feats if necessary 5 Feats may build towards racial abilities that the full race would have as a monster, Heroic 1 Feats often enhance racial abillities in some manner. If it is a simple increase, and can be listed in a sentence, do so, Otherwise list the power in a power block. In these cases, it gives a more powerful ability and replaces it 2 Heroic feats are crunch heavy and are based more on everyday use rather then an action movie feel 3 Heroic racial feats don't seem to build on each other, but can be the base for a paragon or elite feat 4 If it has a minimum attribute requirement, it is usually a 13 5 If any bonuses are given it usually is only the first step..at best a minor bonus of +1 always, +2 in common situations, or +3 in specialized situations 6 If a bonus is based on a specific energy, it's +2 for one, or +1 for two. 7 Feats may give proficiency in racial type weapons and a +2 to hit or damage with said weapon 8 If a power is related to the nature of the creature, it gets +1 to hit and damage; goes up by tier 9 If an ability is given for use outside of combat, it is usually padded with a minor combat or skill bonus 10 Bloodied gives a +2 bonus till end of next turn 11 Bloodied and +1 bonus of some and is mixed with some other bonus that is always on (ex low light). 12 0 points gives a +2 to two different attributes for the encounter; could probably replace that with a +3 bonus to one 13 Combat adv usually gives a +2 bonus and with a specific energy 14 Racial powers can set off a healing surge (either for self or others) - other is usually for a cleric 15 If class/racial power is defensive, a feat usually requires being struck before "theme" of race takes place. 16 Rerolls can be taken as a feat, but only one per encounter 17 If an action would disrupt an ability, taking a feat can remove that disruption 18 A common theme is an additional -1 to something till the end of turn. Could probably increase to -2 if it is very specific 19 Initiative isn't very valuable and needs to be added with another minor ability 20 Can be used to duplicate another heroic feat for stacking purposes….probably shouldn't do that too often 21 Class specific feats that are also racial are interconnect on both sides. 22 Feat can be used to expand racial ability to an area effect, rather then one. 23 If an attribute bonus is added in a racial/class feat, it usually is based on a 2ndary stat of the class. 24 if based on power source +1 damage and can go up by tier 25 if a feat tinkers with a beast companion usually gets an ability or a racial resistance 26 special feature usually adds a +1 bonus till next turn 27 matches circumstancial bonuses of two skills to get +5 28 If given resistance to an energy, it is usually 5, and goes up by 5 per tier Paragon 1 Powers in feel are that of a tv show or action movie, rather then a simple bonus 2 They don't usually need prequisites from heroic feats. Instead they usually require a power or skill training 3 Most of them enhance powers and usually by a significant amount, but non beyond a round's worth of results. 4 Most are based on a standard action. 5 Racial Powers are not used if it fails 6 If a power affects how a character is damaged, it might give an additional favorable effect 7 Power may give a related, but different effect on top of standard power 8 It might act as a power trigger 9 Hit points seem to be 1/2 plus con if triggered by power 10 Changing a racial power to an at will is really weak, needs other powers at this level 11 if takes damage or suffers an effect, the paragon feat can retailiate on behalf of the character 12 a lot of adjacent bonuses used in conjunction with racial powers 13 can be used to tweak standard move with base ability Elite 1 Bonus at this level if relatively constant is usually +2, but stacks with other powers 2 Gives up to +4 bonus in specific circumstances 3 Often used to restore racial abilities under a specific circumstance 4 Allows premature ending of powers to get additional bonuses 5 If reduced to 0 hit points, it causes an additional and powerful effect 6 Adds a Racial effect to a Class power. ******************************************************* Is that right? [/QUOTE]
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