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<blockquote data-quote="Yaarel" data-source="post: 9015271" data-attributes="member: 58172"><p>[USER=6789971]@bedir than[/USER]</p><p>[USER=7034710]@CreamCloud0[/USER]</p><p></p><p>These suggestions are awesome flavor.</p><p></p><p>A general concern I have is a need to separate "culture" from "species". This is tricky, because fantasy species are an amplified human archetype, which itself is mainly cultural. Even so, any special feats need to be "genetic" in concept. This includes the idea of being transmogrified by a dragon as if a kind of gene splicing or genetic alteration.</p><p></p><p>Background feats are cultural, so caution is necessary when a Species refers to one.</p><p></p><p>Because the player can pick and choose which feat they want, the diversity implies different genetic expressions are simultaneously possible even in the same family. So there is a bit more flexibility. Still it helps to think about how the traits work genetically.</p><p></p><p></p><p></p><p>I notice these Halfling special feats share similar themes − that seem salient for a Halfling Species concept.</p><p></p><p></p><p></p><p></p><p>These imply the Halfling has a "nesting instinct", sotospeak. These could be ways of expressing a genetic impulse.</p><p></p><p>Homebody Craft of Hearth. I can visualize the Halfling entertaining around a campfire or the fireplace of an inn or the hearth of a longhouse. Perhaps in this context the "cultural" Skills of Performance, History, or Deception can even be a way to quantify an instinct for storytelling during nesting.</p><p></p><p>Hospitable Caregiver. The Tools of Herbalists and Cooks also lends itself to nesting.</p><p></p><p>Hospitable Innkeepers Tricks. The idea of Unseen Servant is awesome − something I would never have thought of myself. I picture it. Everyone is gathered around the fireplace, while an innate spiritual force is refilling glasses of ale and tucking in people ready to sleep.</p><p></p><p></p><p></p><p>What do think of these suggestions for Halfling feats?</p><p></p><p>HOSPITABLE</p><p><strong><em>Caregiver</em></strong><em><strong><em>.</em></strong></em> In a place of rest or even a momentary respite, you inspire comfort and wellbeing. You gain Proficiency in Cooks Utensils, Gaming Set, Herbalism Kit, or an other tool of your choice that you can apply to help comfort and inspire intimate friends.</p><p><strong><em>Hospitable Presence.</em></strong> Your presence manifests wondrous hospitality. Around you ale magically refills, sleepers get tucked in at night, and hearts gladden. You know the <em>Unseen Servant</em> spell, and when you reach level 5, you know the slot 2 Calm Emotions spell. After a Long Rest, you can cast each of these spells once. Additionally, you can perform its ritual, and cast it using any spell slots you have. The spells are innate, thus you cast them without spell components. Intelligence, Wisdom, and Charisma is your spellcasting ability for them.</p><p></p><p></p><p>NURTURE</p><p><em><strong>Craft of Hearth</strong></em><strong><em><strong><em>.</em></strong></em></strong> You gain Proficiency in Deception, History, Insight, Performance, or an other skill of your choice that you can apply to entertain and inspire intimate friends.</p><p><strong><em>Reinvigoration.</em></strong> During a Long Rest, you can make an Ability Check while applying your chosen Craft of Hearth Skill Proficiency. The DC is 5 per ally within 30 feet who you tend to. Roll versus this total DC for each tended ally. When successful, the ally gains an additional Hit Die at the end of this Long Rest.</p><p><em>At higher levels.</em> When you reach level 5, each tended ally gains two additional Hit Dice, at level 11 three additional Hit Dice, and at level 17 four additional Hit Dice.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9015271, member: 58172"] [USER=6789971]@bedir than[/USER] [USER=7034710]@CreamCloud0[/USER] These suggestions are awesome flavor. A general concern I have is a need to separate "culture" from "species". This is tricky, because fantasy species are an amplified human archetype, which itself is mainly cultural. Even so, any special feats need to be "genetic" in concept. This includes the idea of being transmogrified by a dragon as if a kind of gene splicing or genetic alteration. Background feats are cultural, so caution is necessary when a Species refers to one. Because the player can pick and choose which feat they want, the diversity implies different genetic expressions are simultaneously possible even in the same family. So there is a bit more flexibility. Still it helps to think about how the traits work genetically. I notice these Halfling special feats share similar themes − that seem salient for a Halfling Species concept. These imply the Halfling has a "nesting instinct", sotospeak. These could be ways of expressing a genetic impulse. Homebody Craft of Hearth. I can visualize the Halfling entertaining around a campfire or the fireplace of an inn or the hearth of a longhouse. Perhaps in this context the "cultural" Skills of Performance, History, or Deception can even be a way to quantify an instinct for storytelling during nesting. Hospitable Caregiver. The Tools of Herbalists and Cooks also lends itself to nesting. Hospitable Innkeepers Tricks. The idea of Unseen Servant is awesome − something I would never have thought of myself. I picture it. Everyone is gathered around the fireplace, while an innate spiritual force is refilling glasses of ale and tucking in people ready to sleep. What do think of these suggestions for Halfling feats? HOSPITABLE [B][I]Caregiver[/I][/B][I][B][I].[/I][/B][/I] In a place of rest or even a momentary respite, you inspire comfort and wellbeing. You gain Proficiency in Cooks Utensils, Gaming Set, Herbalism Kit, or an other tool of your choice that you can apply to help comfort and inspire intimate friends. [B][I]Hospitable Presence.[/I][/B] Your presence manifests wondrous hospitality. Around you ale magically refills, sleepers get tucked in at night, and hearts gladden. You know the [I]Unseen Servant[/I] spell, and when you reach level 5, you know the slot 2 Calm Emotions spell. After a Long Rest, you can cast each of these spells once. Additionally, you can perform its ritual, and cast it using any spell slots you have. The spells are innate, thus you cast them without spell components. Intelligence, Wisdom, and Charisma is your spellcasting ability for them. NURTURE [I][B]Craft of Hearth[/B][/I][B][I][B][I].[/I][/B][/I][/B] You gain Proficiency in Deception, History, Insight, Performance, or an other skill of your choice that you can apply to entertain and inspire intimate friends. [B][I]Reinvigoration.[/I][/B] During a Long Rest, you can make an Ability Check while applying your chosen Craft of Hearth Skill Proficiency. The DC is 5 per ally within 30 feet who you tend to. Roll versus this total DC for each tended ally. When successful, the ally gains an additional Hit Die at the end of this Long Rest. [I]At higher levels.[/I] When you reach level 5, each tended ally gains two additional Hit Dice, at level 11 three additional Hit Dice, and at level 17 four additional Hit Dice. [/QUOTE]
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