Rules- Feats: Heritage Feats
Heritage Feats
Feat Requirements Benefits
- Aberration Heritage Humanoid, 1st Darkvision 30, -2 Sense motive/diplomacy (Sorcs = +1 CL MA, Darkness, or acid spells)
- Abyssal Heritage Humanoid, 1st +4 svs vs. poison, acid/fire resist 5, -2 Conc/sense mot, (sorc = +1 CL evocations)
- Arcane Heritage Humanoid, 1st detect magic at will, +1 sv. Vs spells, -2 spot/listen/nature, (sorc = +1 CL/DC div, abj)
- Celestial Heritage Humanoid, 1st +4 svs. Vs. Petri, fear, elect. Resist 5, -2 bluff, (sorc +1 dam/die vs. evil outside)
- Draconic Heritage Humanoid, 1st +2 svs. Vs. sleep, Petri, resist fire 5, -2 dipl/gathe info, (sorc= +1 CL energy spell)
- Elemental Heritage Humanoid, 1st +2 climb, jump, swim, survive, -2 diplo/SM (sorc +1 CL elemental subtype)
- Fey Heritage Humanoid, 1st +4 Svs vs. enchant/illusions, -2 intimidate/planes (sorc = extended illusion/enchant)
- Infernal Heritage Humanoid, 1st, +4 svs. Fire & poison, -2 diplo/SM, (sorc = +1 DC compulsions, evil, law, fire)
- Undead Heritage Humanoid, 1st, +2 svs. Vs. mind affects, -2 gather info/SM (Sorc +1 Necro DC, extend- summon undead
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