# Pastebin BGKAy1b2 Mixed Blood (dragon) [Heritage] You come from a family with draconic heritage. Benefit: You gain the drakeblood subtype, and you gain the scent special quality. Vestigial Wings [Heritage] You were either born with or developed a pair of weak wings. Prerequisites: Dragon, fey, magical beast, monstrous humanoid, or outsider type /and/or/ air subtype. Benefit: You have developed small wings; when you fall you can slow your descent by making a DC 15 Fly check to fall safely without taking falling damage, albeit at a rate of 20 feet a round. When falling safely, you can make another DC 15 Fly check to glide, moving 5 feet laterally every round. Ancestor's Breath [Heritage] You can tap into your ancestor's elemental energy to breathe that same energy upon your enemies. Prerequisites: Aberration, dragon, magical beast, ooze, or undead type, and/or cold or fire subtype. Benefit: Choose acid, cold, electricity, fire, negative energy, or sonic, then 30 ft cone or 60 ft line. You gain a breath weapon usable once every 2 rounds that deals 1d6/level damage of the chosen type. A successful Reflex save (DC 10 + 1/2 your Hit Dice + your Constitution modifier) halves this damage. Feral Fighter [Combat, Heritage] You were born with - or developed - claws or fangs that you can use in battle. Prerequisites: Aberration, dragon, fey, magical beast, monstrous humanoid, or undead type and/or reptilian subtype. Benefit: Choose bite or 2 claws. You gain the natural weapon(s) chosen, as normal for a creature of your size. You may not gain a natural weapon of a type you already possess in this fashion. Special: You may select this feat up to twice. Instinctive Grappler [Heritage] Your instincts are to grab an enemy and crush and tear at them while they struggle against you. Prerequisites: Improved Grapple, and aberration, dragon, magical beast, or ooze type. Benefit: You gain the constrict special attack, dealing 1d4+Strength modifier damage if Medium. If you already have a constrict special attack its damage increases by one die step. Mighty Frame [Heritage] You are extraordinarily strong for your size. Prerequisites: Base attack bonus +4, and dwarf, giant, or orc subtype /and/or/ dragon, magical beast, or monstrous humanoid type. Benefit: You gain the powerful build special quality, which lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect you. You may use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature your actual size. The benefits of this ability stack with the effects of abilities, powers, and spells that change the subject's size category. Hold Prey [Monster] You pull your prey in and don't let go. Prerequisites: Base Attack Bonus +4, and bite or tentacle natural weapon. Benefit: You gain the grab special attack with your bite and/or tentacle attacks. Blood Frenzy [Heritage] The deaths of your enemies impel you to ever-greater acts of violence. Prerequisites: Base attack bonus +6, and chaotic, dwarf, evil, fire, goblinoid, orc, or reptilian subtype /and/or/ dragon, monstrous humanoid, or undead type. Benefit: You gain a cumulative +1 racial bonus to attack and damage rolls whenever a hostile creature (with 2 or more Hit Dice) within 60 ft is reduced to 0 or fewer hit points, which lasts for 1 minute or until the end of the encounter, whichever is shorter. You must be able to perceive the creature being reduced to 0 or fewer hit points to gain the bonus from it. Aerial Wings [Heritage] Your wings have strengthened to the point of allowing flight. Prerequisites: Vestigial Wings, 7th level or higher. Benefit: Your wings strengthen; you gain a fly speed equal to double your base land speed with good maneuverability.