Primordial heritage

First, I'm grateful for the feedback. Thanks.

This might be more of an issue for me. I'd rather not inject something completely outside the 4e scheme of things.

Don't fret, that remark of mine was meant to be sarcastic. Perhaps there is need for a little clarification: what I wrote up, based on what you developed, shouldn't cause too much worry about going against the grain of 4e. By "penalties" I meant stat penalties. (i.e. -2 dex, -2 wis, etc.) These were common in 3.0/3.5, and were the reason templates could work in that system, but were eliminated in 4e. What I wrote up doesn't contain stat penalties, and therefore isn't counter intuitive to the 4e framework.

However, it also does not provide much balance to your idea. Like Circadianwolf said, I believe a large number of resists for one feat is overpowered. I personally don't think giving more than one or two resistances for one feat would be balanced, no matter how low the amount of damage reduction is. If you want to keep this as a feat, I would also side with The Jester. Make it "choose one" resistance, or for a character with a pre-existing resistance, increase that resistance by 5.

Aside from a feat along these lines, there are ways you can balance the template without breaking the anti-stat-penalty scheme of 4e. Like I said, you'll just have to be creative. Choose a couple things like age, speed, -1 to a particular skill, -1 attack rolls, etc, something that relates to the idea of primordials, and give a nerf there. You can even say at 21st level the nerfs go away. How does that sound?
 
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... If you want to keep this as a feat, I would also side with The Jester. Make it "choose one" resistance, or for a character with a pre-existing resistance, increase that resistance by 5.
So you think the corrected version I suggested is still too strong as a feat, even compared to Forgeborn Heritage (from Dragon 383)?

Benefit: You gain the elemental legacy power. You also gain resist 2 to acid, cold, fire, and lightning damage. This resistance increases to 3 at 11th level and 5 at 21st level.

Feat Power: Elemental Legacy
You allow the hated elemental energy in your soul to swell forth and scour your foes.
Encounter - Acid, Cold, Fire or Lightning
Free Action - Personal
Trigger: You hit an enemy with an attack
Effect: Your attack deals 3 extra acid, cold, fire, or lightning damage to the enemy.
Level 11: This attack deals 6 extra damage.
Level 21: This attack deals 9 extra damage.

Anyone else agree or disagree?
 

agree. just take away the vulnerability to radiant. but 5 resist for a couple of types is too strong. How 'bout making it to 5 resist to two types of your choice?
Or it gives 1/2 level type resist to the same number of types you mentioned.
 


I think your new version's fine, Ferghis. :)
Thanks.

Just to be clear, Zaphling, we're talking about this:
Benefit: You speak Primordial.

You also gain resist 2 to acid, cold, fire, thunder and lightning damage. This resistance increases to 3 at 11th level and 5 at 21st level.

Further, you gain vulnerability 5 to divine attacks. If you already have vulnerability to divine attacks, it instead increases by 5.

Finally, you gain +2 to Insight checks opposing Bluff checks of immortals and elementals, and +2 to Endurance checks performed in other planes.
 

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