Firstly, how does House Kilpatrick sound like, as our family name? I was also thinking Crichton could be nice, or MacDougal (literally, Clan of the Black Stranger).
Secondly, what do you think of the Heritage feats in Psionic Power? I was thinking I could take the Foulborn Heritage feat, and you could take the Elan Heritage feat, because I'm the brutish knave and you're the smooth operator genius type.
The telepathy and Intelligence-based damage reduction may be useful for you, and the Immortal origin seems suitable for you. (Maybe dear ol' dad took that path.. DUM DUM DUM!)
For me, the Foulborn isn't quite as useful (in fact, I probably grant bonuses for divine, psionic, and primal characters to beat me up), and I don't really think I should be doing party-unfriendly damage, considering my melee propensity... but hey, I get to have the Innsmouth Look!
Foulborn
Secondly, what do you think of the Heritage feats in Psionic Power? I was thinking I could take the Foulborn Heritage feat, and you could take the Elan Heritage feat, because I'm the brutish knave and you're the smooth operator genius type.
The telepathy and Intelligence-based damage reduction may be useful for you, and the Immortal origin seems suitable for you. (Maybe dear ol' dad took that path.. DUM DUM DUM!)
For me, the Foulborn isn't quite as useful (in fact, I probably grant bonuses for divine, psionic, and primal characters to beat me up), and I don't really think I should be doing party-unfriendly damage, considering my melee propensity... but hey, I get to have the Innsmouth Look!
Foulborn
- Spoiler:
- For most people, the natural world is the only world that is. The gloomy Shadowfell, the verdant Feywild, and the domains of the demons and devils are only legend. Few deny that the gods exist, but the starry heavens of the Astral Sea are seldom thought of as a place to which mortals might travel. Any planes beyond those mythical realms are considered by most folk to be matters for theologians and philosophers.
But there exists living proof of something more. Aberrant creatures owe their existence to the union of the natural world and the Far Realm. Where the Outside surges against the natural boundaries of creation, contaminating energy warps and remakes anything it touches. This fell energy acts as a gateway through which the aberrant entities of the Far Realm tear free of that plane to thrash their way into the natural world. At other times, the energy of the Out side carries aberrant parasites that lodge themselves in living flesh to foment a transformation.
For generations, the Far Realm’s hunger has thus transformed the mortal realm. Some changes are profound and immediate; others lie dormant, waiting with dim cunning for the best moment to reveal themselves. The most insidious of these lingering transformations spawns the foulborn. Found among every race and culture, the foulborn are a grim demonstration of how widespread the Far Realm’s stain extends, and how insidious its corruption can be. A people cursed, the foulborn shoulder a difficult burden, harboring within them the gravest
threat the world will ever face.
Foulborn Heritage
Benefits: You are a foulborn. Your creature type changes to aberrant, and you are treated as an aberrant for the purpose of effects related to creature origin. You also gain the Unbalanced Mind encounter power.
Unbalanced Mind
Your connection to the Far Realm unleashes psychic pain in response to attack.
Encounter, Psionic, Psychic
Immediate Reaction, Personal
Trigger: You take damage from an attack
Effect: Until the end of your next turn, any creature that enters a square adjacent to you or ends its turn there takes 5 psychic damage.