On Tieflings' Wings and Things (a question on modified feats)

Cyronax

Explorer
Hi, I modified two feats for half dragons characters that i found on Sean K Reynolds site in order to help a player with a tiefling (standard type from the 3.0 MM/FRCS) pump some power into a pair of vestigial wings that I allowed him to have. These wings as of now are just there for flavour, and basically are 'baby wings' with no benefit whatsoever. In fact, his wings are a source of embarrassment, because they are a bit shrivelled looking ....and in my world tieflings and half fiends aren't all that uncommon from the lands this character came from, and most are LE, NE, or LN.
The character is CG.

Anyway, I wanted your thoughts on these feats. Keep in mind that they are modified from SKR's feats, but I would like opinions both on their conceptual and mechanical aspects.

-Strength Your Birthright [General] [Tiefling/Half-Fiend]
Though you’re wings remain impotent for actual flight they still become helpful in other ways.

Prerequisites: tiefling or half-fiend with vestigial wings; Strength 13.

Benefit: Your wings are still not large or strong enough to allow you to actually fly, but as long as you are able to move they can help you in some situations.

If your load is medium or less, you may fall safely as if
under the effects of a feather fall, except that this is a
nonmagical ability. If you have a heavy load, treat any
distance fallen as ten feet shorter than normal (this stacks
with using the Jump or Tumble skill to treat a fall as a
shorter distance).

You gain a +2 bonus to Balance checks, a +4 bonus to Jump
checks, and a +1 bonus to saving throws or opposed rolls made
to avoid falling or maintain your footing (such as catching
the edge of a pit trap or resisting a trip attack).

Using these small wings is taxing. After each use of one
of the above bonuses or abilities, make a Fortitude save (DC
14); failure means you become fatigued.

Armor (both nonmagical and magical) must be altered to allow for your wings (costing 10% of the armor's base price). (Just added this to alert the player to the new 3.5 rules on magical armor)

2) - Coming Into Your Own [General] [Tiefling/Half-fiend]
Your small, once vestigial wings have grown to their full potential,
allowing you to fly.

Prerequisites: Tiefling or half-fiend with Strengthen Your Birthright; base Fortitude save +4.

Benefit: Your wings fully mature, giving you a fly speed
equal to your normal base speed (maximum 60 feet, average
maneuverability). It is not taxing to use your mature wings,
and using them in the ways described in the ‘Strengthen Your Birthright’ feat does not cause fatigue.

Note: These feats can only be taken if you already
have wings. Also, according to core rules, a winged creature who has been reduced to half of their current hit point total is unable to effectively fly.

One last thing: The character's lineage is devilish (probably incubi) in case that is somehow relevant. He's also currently a 1st rogue (ECL 2) with a strength of 12, and part of the reason I used Strength as a prereq for the first. and then Fortitude in the second was to make it possible for the tiefling to have a chance to get these feats. I've already watered down SKR's intention for these feats, but I considered them to be good for the character, especially since he is definetely not a powergamer and wouldn't abuse this over much. (though i have been reading the post about the winged tiefling rogue/ranger in the general forum with interest ;) ).

Another question I have is thus: should these feats be allowed as bonus fighter feats (with the rule that he actually will have to get the prereqs, but just for these two feats), or should I only allow them as character level feats? This is relevant because if i say they are only available as character level feats, then the character has to wait until 6th and then 9th level to get them.

Completely pandering to this character's particuliar situation, he'd have to take strength as his 4th level stat to increase and likely take a level or two of fighter in order to acquire Fortitude faster.

The reasoning behind making them be bonus fighter feats is that these feats could represent a specific fighting style based on the character "awakening his own power." Though that might call for a prestige class rather than a feat chain, I was merely considering the mechanical and balance issues for this.

Okay, well that's a bit of a ramble, but you get the idea......comments would be greatly appreciated.

C.I.D.
 

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They look pretty cool without being overpowering. However, I wouldn't allow them to be fighter bonus feats- no way, no how. Too far removed from fighting. Also, flight is a heck of an ability- at the cost of two feats, it isn't so bad, but I'd prolly add some prereqs on top of what you've already got (maybe Dex 13+ and a higher base Fort save- as is, a character could have flight at 3rd level even if you don't allow them as fighter feats, or at 2nd if you do!)

In general, by the way, the only saving grace on the flight is that it's limited to the character's base move. I'd also specify 'clumsy' maneuverability... flight is an awesome advantage to have.
 

Well, it's restricted to a tiefling, which is +1 ECL, so the earliest you could get both is level 4 (for everyone else). And at the cost of both your feats until that level, and having a +1 ECL race I think it works out well (tieflings are balanced, but the're on the lower end of power, IMHO. And half-fiends have a 50% chance of having wings, anyway).

I might metion that the rules for flight have changed to light armor / load from the first printing of the three core books, and it may be a good idea to change this here, as well. Also I'd charge +150% for armor since it has to be specially fitted.
 

if you want to have something to compare your feats to, there are already two feats out of Races of Faerun that allow a Tielfing (or Aasimar) to gain flight.

one is Fiendish/Celestial Bloodline (i believe), that requires you have a +1 bonus in all your feats, and gives some spell like abilities.

the next one is Outsider Wings, which requires the Bloodline feat, and +2 in your base saves. it gives you your base movement rate as fly speed, Average flight maneuverability.


anyway, check out RoF to get an idea, or you can save yourself some work and just use the feats they have.
 

interesting....i'll have to track those feats down and compare. I wasn't aware that resource went into that sort of thing.

I'm inclined to modify these feats a bit more. The armor modification cost is indeed a good idea, and I'll use it ... though maybe +150% is a bit high for all kinds of armor. I'll think about it i guess.

Thanks,
C.I.D.
 

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