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Mixed Blood (Heritage)

You come from a family with diverse heritage.

Choose: One of the following creature types or subtypes:

Aberration, air, chaotic, cold, dragon, dwarf, earth, elf, evil, fey, fire, giant, gnome, goblinoid, good, halfling, lawful, magical beast, monstrous humanoid, orc, ooze, outsider, plant, reptilian, undead, or water.

Benefit(s): You gain the benefits associated with the chosen type or subtype from Table: Creature Subtypes. You may choose a subtype that is not appropriate for your creature type (such as a monstrous humanoid gaining the dwarf subtype through this feat). Do not recalculate your base attack bonus, saving throws, skill points, or Hit Dice.

Special: You may take this feat multiple times. Each time, you choose a different type and/or subtype from the above list. You may not select a type or subtype you already possess or gain both the cold and fire subtypes through this feat. Unlike other creatures with the air subtype, a creature who gains the air subtype with this feat does not gain or improve a fly speed.

Table: Creature Subtypes
Base Creature Type Benefits
Aberration You gain the aberrant subtype. Additionally, you gain darkvision 60 ft. or your existing darkvision improves by 30 ft.
Air You gain the air subtype, and you gain a +1 dodge bonus to AC vs. ranged attacks as well as immunity to inhaled poisons.
Chaotic You gain the chaotic subtype, and you gain a +2 racial bonus on saves against effects with the lawful descriptor.
Cold You gain cold resistance equal to 5 + your level. At 7 Hit Dice, you gain the cold subtype.
Dragon You gain the drakeblood subtype, and you gain the scent special quality.
Dwarf You gain the dwarf subtype, and you gain a +2 competence bonus to your CMD when resisting a bull rush or trip attempt while standing on the ground.
Earth You gain the earth subtype, and your natural armor bonus increases by 1.
Elf You gain the elf subtype, and you gain a +1 racial bonus on Perception checks and ranged attack rolls involving a bow, crossbow, or firearm.
Evil You gain the evil subtype, and you gain a +2 racial bonus on saves against effects with the good descriptor.
Fey You gain the feyblood subtype, and you gain a +2 racial bonus on saves against compulsions.
Fire You gain fire fire resistance equal to 5 + your level. At 7 Hit Dice, you gain the fire subtype.
Giant You gain the giant subtype, and you gain a +2 racial bonus on Intimidate checks and a +1 competence bonus on CMB and CMD.
Gnome You gain the gnome subtype, and you gain a +1 racial bonus to Craft and Perception checks.
Goblinoid You gain the goblinoid subtype, and you gain a +2 racial bonus on Stealth checks.
Good You gain the good subtype, and you gain a +2 racial bonus on saves against effects with the evil descriptor.
Halfling You gain the halfling subtype, and you gain a +1 racial bonus on Acrobatics checks and attacks made with thrown weapons.
Lawful You gain the lawful subtype, and you gain a +2 racial bonus on saves against effects with the chaotic descriptor.
Magical beast You gain the beastblood subtype, and you gain a +1 racial bonus to Fortitude saves.
Monstrous humanoid You gain the crossblood subtype, and your natural armor bonus increases by 1.
Orc You gain the orc subtype, and you gain a +1 racial bonus on melee attack and damage rolls.
Ooze You gain the slimeblood subtype, and you gain acid resistance 5.
Outsider Your type changes to outsider (native), and you gain a +2 racial bonus to Knowledge (planes) checks.
Plant You gain the earthblood subtype, and you gain low-light vision and do not need food to survive, provided you spend at least 1 hour a day in sunlight.
Reptilian You gain the reptilian subtype, and you gain a 15 ft. climb speed.
Undead You gain the graveblood subtype, and you gain negative energy resistance 5.
Water You gain the water subtype and a swim speed equal to your land speed.

Editor’s Note: The Aberrant, Drakeblood, Feyblood, Beastblood, Crossblood, Slimeblood, Earthblood, and Graveblood each count as their original choice for effects and prerequisites relating to type. Graveblood are still healed by positive energy and hurt by negative energy.

Section 15: Copyright Notice

Bloodforge, © 2014, Dreamscarred Press, LLC; Author: Matthew Ryan Medeiros, Jade Ripley, based on material by Owen K.C. Stephens.