Born out of
this discussion, I'd like to suggest a few feat ideas, to settle the following issues:
1) Many players like blending concepts, hence the popularity of the Heritage/Legacy and Blood feats and their various homebrew versions
2) Neither seems entirely appropriate for adding a dash of the very different Rootwalker or Unborn races to other races.
Solution: Five species feats. One to add a dash of inborn unborn-ity; one to add a dash of inborn forest-connection; and a tree of three to represent grafting things onto yourself to make yourself into a magitech cyborg monstrosity.
Machine SoulFrom birth, you have had an uncanny affinity for things mechanical, but some find you a cold fish.Requirements: Level 1 only
Benefits: If taking Intelligence, Wisdom, Charisma, stress, or subdual damage, you take 1 less damage. You also gain a +4 to Crafting checks related to constructs.
Forest SoulGreen-fingered doesn't even begin to describe youRequirements: Level 1 only
Benefits: You gain a +2 bonus to all skill checks targeting
plants, and the
light sleeper NPC quality.
Grafting basicsSome call it unnatural. You call it an upgrade.Prerequisites: Any type other than plant or construct
Benefits: You gain 5 resistance against Sneak Attack, the
reviled quality, and
Achilles heel (electricity). Also, when taking this feat, you may reduce any statistic by two to take any one species feat with prerequisites of "Unborn, level 1". If taking the special construction feat, add the following to your options:
Living wood: Your
achilles heel (electricity) becomes
Achilles heel (fire) and you gain
natural camouflage (forest, jungle or swamp),
lumbering, and
thick hide 2.
Grafting masteryYou are more golem than man, nowRequirements: Grafting basics
Benefits: You may subtract two from any statistic to take one additional feat with the prerequisites "Unborn, level 1". If you are of a living wood subtype, you may instead elect to take an additional feat with the prerequisites "Rootwalker, level 1".
Grafting supremacyYou have gained a full synthesis with your prostheses, becoming the finest creation of the being you once were. But what are you?Requirements: Grafting mastery
Benefits: You gain the
construct type. However, you take a -5 penalty to all sense motive checks and your starting action dice reduce by 1.
EDIT: I have no idea if these are balanced or not. A couple of other things that might fit the grafting tree at some stage is a hit to lifestyle to represent the costs of maintenance, a penalty to mend checks targeting your character, and/or a requirement in crafting ranks. Would these be fair?