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Author Topic: Bear Heritage.  (Read 5346 times)
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woodenbandman
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« on: September 16, 2009, 06:24:55 PM »

Bear Heritage[Bear]

You are descended from bears. The blood of Smokey, Yogi, and Winnie the Pooh courses through your veins, giving you courage and strength where others are timid and weak.

Benefit: Your natural Armor bonus improves by 1. For every other bear heritage feat you have, it increases by an additional +1.

Son of Smokey[Bear]

Your training in fighting forest fires allows you to withstand smoke inhalation and other noxious gasses. Your beary hide is inured to fire, and you can withstand incredible heat.

Prerequisite: Bear Heritage.
Benefit: You gain immunity to cloud spells, such as cloudkill or Stinking cloud, Smoke Inhalation, and gaseous poisons. You gain the Fire subtype. Your caster level for all cold or water based spells improves by one.

Special: In order to gain the benefit of this feat, you must never create a fire, magical or otherwise, greater than 3 feet in diameter. You may never employ fire as a weapon. You must always drown your campfires in water, remembering to stir it and then drown it again. You must always strive to prevent forest fires. If you create a fire and it spreads accidentally, you must receive an atonement spell. If you create a fire on purpose of your own volition, you irrevocably lose the benefits of this feat.
Remember: Only you can prevent forest fires.

Gobbler[Bear]

You gain great power from imbibing Hunny or eating from a Pic-a-nic basket. You can craft excellent meals from pittance such as bark and berries, and you always seem to find Hunny no matter what the clime.

Prerequisite: Bear Heritage
Benefit: Once per day, you may create a Heroes' Feast as an Extraordinary ability. Caster level is equal to half your hit dice, rounded up. If you are a spontaneous caster, add Heroes' Feast to your spells known when you are eligible to cast it.
Special: You must never pay for food. All food you eat must come from a pic-a-nic basket, and you may only drink Hunny.

The Bear Necessities[Bear]

You can survive out in nature armed with only your wits and what you carry on your back. Your simple lifestyle allows you to forget about your worries and your strifes.

Prerequisite: Bear Heritage
Benefit: You gain immunity to emotional spells such as Rage, Crushing Despair, or Cause Fear. You gain a +4 morale bonus on saves versus compulsion effects.
Special: If you carry more than a light load for more than 10 minutes throughout a day, you lose the benefit of this feat for 24 hours. You must also live out in nature, forgoing the comforts of society in favor of a more ascetic lifestyle. You may still wear medium or heavy armor.

Bear Hug[Bear]

You have amazing strength, and your hugs hurt. A lot.
Prerequisite: Bear Heritage, Power Attack, Base Attack Bonus +3
Benefit: You gain the improved grab ability when striking unarmed or with a claw attack. You qualify for feats as if you had the improved grapple feat, and your grapple checks (but not your unarmed strike unless you have Improved Unarmed Strike) Deal lethal damage equal to your unarmed strike damage plus 1-1/2 your strength modifier. In addition, you may power attack with your grapple check as if wielding a two-handed weapon.

Teddy's Grace[Bear]

You are just so adorable, everyone loves you.
Prerequisite: Small or Tiny, Charisma 15, Bear Heritage.
Benefit: You gain a +4 size bonus on diplomacy checks, and you take an additional -4 size penalty on intimidate checks. If you are Tiny, you instead gain a +8 bonus on diplomacy checks, and take a -8 penalty on intimidate checks. These bonuses only apply to affecting a creature's attitude towards you, and do not extend to checks related to anyone other than you.

Deadly Stare[Bear]

Your gaze sees into men's souls. They are helpless to resist your force of personality; with a look, you bend men to your will.

Prerequisite: Bear Heritage, 2 other Bear Heritage Feats, Charisma 15.

Benefit: You gain a gaze attack. Creatures who meet your gaze are instantly affected as if by a Charm Monster spell, as cast by a caster of your hit dice. This is a supernatural ability, and the save DC is Charisma based. If you have the Teddy's Grace feat, you gain a +2 size bonus to the DC if you are small, or a +4 size bonus to the DC if you are tiny.

Special: If you attack anyone under the effect of your Stare, you lose the ability to use the Stare for 24 hours. You can suppress it as a standard action, and activate it as a free action. Anyone under the effect of your Stare when you suppress it does not automatically break its effect.

Bear's Wisdom[Bear]

You have a silent effect on others. They acknowledge your wisdom, and feel calm in your presence. You are a rock in a sea of chaos, an undeniable juggernaut of mental fortitude.

Prerequisite: Bear Heritage, Bear Intuition, Wisdom 15, 2 other bear heritage feats.

Benefit: You can apply your wisdom bonus to concentration checks instead of your constitution bonus.
You may add your Wisdom bonus to knowledge checks, and you gain skill points based on your wisdom bonus if it is higher than your intelligence bonus (this is applied retroactively). All knowledge skills are considered class skills for you, as are Autohypnosis and Concentration.
Finally, you may make a DC 35 concentration check as a swift action. If you succeed, you are not considered threatened for the rest of that round, and may take 10 on any skill check you could normally.

Big Fuckin' Teeth[Bear]

Like most bears, your teeth are fuckin' huge. Ridiculously huge.

Prerequisite: Bear Heritage
Benefit: You gain a bite attack. This bite attack deals 1d8 points of damage plus your strength modifier. If you are smaller or larger than medium, adjust the die step accordingly. You may use this bite attack as a secondary natural attack at a -5 penalty as part of a full attack (the penalty is -2 if you have the Multiattack feat).

Special: If you take this feat, you may not take Teddy's Grace or Deadly Stare.

Bear Comedy[Bear]

When you tell a joke, people laugh. Regardless of whether or not it was funny.

Prerequisite: Bear Heritage, Big Fuckin' Teeth.
Benefit: As a standard action, you can unleash a roar. This roar effects all within 60 feet. Those effected must make a will save(DC 10 + 1/2 your hit dice + your Con modifier) or be Frightened for 10 minutes. Those who save are shaken instead, and are immune to further uses of your Bear Humor for 24 hours. Bear Humor is a Mind Effecting Fear effect and is an extraordinary ability.

If you have the Bear Hug feat, you gain a +2 bonus to the DC of Bear Humor, as people quiver in fear at the mere mention of one of your infamous hugs.

Bear Detective[Bear]

A broken chair. Disturbed bed sheets. Spilt porridge. You notice clues others would miss.

Prerequisites: Bear Heritage, Wisdom 13
Benefit: You gain a +4 bonus on sense motive checks. You can use sense motive to oppose a forgery check. You can use sense motive in place of decipher script.
You can search an entire room with a glance. You take a -10 penalty on the check, and you can search all squares out to 30 feet as a full-round action. Under no circumstances may you take 10 on this check, nor may you retry (you can still search the room normally). You may use your spot check result instead of making a search check, but you take a -5 penalty.
Finally, you gain a +5 bonus on spot checks to overcome disguises.

Bruin of Legend[Bear]

You are the definition of bear. People often ask you if you shit in the woods, and you smile back and answer "FUCK YEAH!"

Prerequisite: 4 Bear Heritage feats.

If any of your Bear Heritage feats offer a save, the save DC increases by one. If any of your Bear Heritage feats grant a bonus to a save, skill check, or ability check, that bonus increases by 2. If any of your Bear Heritage feats grants you a natural attack, that natural attack is treated as if you were 1 size category larger.

In addition, your bearish visage inspires those around you. Any who can see or hear your heroism on the battlefield that is your ally gains the benefit of a Bear's Endurance spell. If those allies have at least 1 bear heritage feat, they gain a +6 bonus to constitution instead of +4. You are not effected by this ability.

EDIT: I keep adding more and more to this. I can't stop it now, it's grown beyond my ability to control.

Bear Cavalry[Bear][Tactical]

Yeah, they're pretty much fucked.

Prerequisite: Bear Heritage, Big Fuckin' Teeth, Bear Comedy

Bear Charge: When you lead a charge, your allies gain a bonus on damage rolls equal to half your hit dice. For every bear feat you have, your allies gain an additional +2 bonus on damage rolls. To lead a charge, you must act before all who would benefit from this ability. As part of your charge, you unleash a devastating roar, and all allies within 60 feet gain this benefit.
Deer in the Headlights: You may use your Bear Comedy roar as part of your charge (to effect anyone within 60 feet of the squares you charge through). If you do so, you are Dazed next round.
Can't Outrun the Bear: You may use this maneuver any round after you use your Bear Comedy roar to cause 2 or more creatures to become frightened. All effected creatures run off in the same direction. Each of them makes a strength or dexterity check, whichever would be most advantageous. The creature with the lowest result falls prone right inside your charge range. If you charge this creature, it becomes panicked on the floor and cannot resist your onslaught of carnage.

Bear With a Sniper Rifle[Bear][Tactical]

I thought the Bear Cavalry was bad.

Prerequisite: Bear Heritage, Bear Intuition, Far Shot
Benefit: Your keen eye and cool head synergize perfectly with your use of the sniper rifle. You add your wisdom bonus to your damage rolls with any weapon with a range increment of greater than 60 feet. You never provoke attacks of opportunity for firing a ranged weapon in melee. You also qualify for archery feats as if your Dexterity score was equal to your wisdom score, if your wisdom score is higher.

In addition, this tactical feat grants you 3 maneuvers.

Mother and Young: You gain a +10 bonus on sense motive checks to assess the threat level of an opponent (See Complete Adventurer), and you can use this ability from as far away as you can see an enemy.
Extreme Prejudice: If you study your opponent for 3 rounds, you can make a single shot that will utterly eliminate the target. If you hit the target with a ranged attack (with a special -6 penalty), the effected target must make a fortitude save, DC 1/2 your hit dice + your Wisdom modifier, or die. If they succeed, they instead take damage as if you had scored a critical hit. This attack is a Full Round Action.
Blanket of Bullets: As part of a full attack action, for every opponent you drop with a ranged attack, you may make an additional attack against an opponent within 10 feet of him. You may use this ability a number of times per round equal to your wisdom bonus.



« Last Edit: September 17, 2009, 09:17:50 AM by woodenbandman » Logged

woodenbandman
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« Reply #1 on: September 16, 2009, 11:19:26 PM »

Updated with more bear heritages. Will eventually organize it better. You have the choice of becoming a teddy bear, or a vicious, destructive, bear of terror. Which are sometimes the same thing.
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Szatany
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« Reply #2 on: September 17, 2009, 05:50:14 AM »

Bear Heritage[Bear]

You are descended from bears. The blood of Smokey, Yogi, and Winnie the Pooh courses through your veins, giving you courage and strength where others are timid and weak.

Benefit: Your natural Armor bonus improves by 1. For every bear heritage feat you have, it increases by an additional +1.
This should probably be reworded because, as written, it gives you +2 AC (one for first sentence, another for it being a bear heritage feat).
Unless of course it's on purpose, but then the feat is far too good.
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woodenbandman
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« Reply #3 on: September 17, 2009, 08:38:58 AM »

+2 AC is too good for 1 feat? What about Armor Proficiency? I guess I'll change it though.
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Szatany
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« Reply #4 on: September 18, 2009, 09:24:34 AM »

Armor proficiency comes with some heavy restrictions (spell failure or inability to use some class features, speed restriction, skill penalties, and so on.)
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Agita
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« Reply #5 on: September 18, 2009, 04:59:22 PM »

+2 AC for a feat is hardly overpowered. Take a look at Imp Natural Armor and Armor Skin (an 'epic' feat). Both of them... well, suck hairy donkey balls. The penalties accrued by wearing armor are typically ones that characters who would want to wear it in the first place (fighter types) don't give half a wet shit about. Further, AC stops mattering altogether somewhere around level 6 or 7, though a good case can still be made for touch AC - which Natural Armor doesn't touch. (Pun very much intended.)

That said, a feat that gives +2 AC on its own is pretty strong at low levels, but it becomes useless eventually (and feats are limited, so most characters will probably prefer something offensive like Power Attack). In any case, reducing the bonus it grants by excluding itself is fine. Perhaps have it grant a bonus to some bear-y skill and give +1 for every [Bear] fear including itself for simpler bookkeeping instead?
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« Reply #6 on: September 19, 2009, 05:55:54 AM »

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