Regional Feats

Regional feats are feats that require that a character belongs to a certain culture, either a race or a specified area. The exact requirements for belonging to a culture are for the DM to decide, but a suggested minimum requirement is that a character lives with and is exposed to a culture for at least five years. Note that a character can take only one single regional feat.

Artisan
You come from a culture famous for its artisans. You have a trained eye for detail and ability to focus.

Prerequisites: Nibenay, Raam, Urik.

Benefits: You get a +2 bonus on Concentration checks and one Craft skill check of your choice (chosen when you take this feat).

Astrologer
Astrologers play an important role in the societies of their cities. Noble families often employ their expertise to plan harvests and other projects, while caravan masters hire their services as navigators.

Prerequisites: Draj, Nibenay.

Benefits: You get a +2 bonus on Knowledge (nature) checks and a +4 bonus to Survival or Knowledge (geography) checks made to avoid getting lost when able to see the stars.

Companion
You excel in collaborative efforts.

Prerequisites: Kurn, Tyr.

Benefits: When assisting on skill checks and using the aid another action you grant a +4 bonus (you still cannot improve a result beyond what could be rolled on a natural 20). Normal: When assisting on skill checks and using the Aid Another action you grant a +2 bonus.

Disciplined
Your people are known for determination and singlemindedness. You are not easily distracted from the task at hand.

Prerequisites: Dwarf, Urik.

Benefits: You get a +1 bonus to Will saves and a +2 bonus to Concentration checks.

Surge of Heroism
You are a citizen of Tyr, known for its gladiatorial heroes and bloodthirsty people. When facing danger, Tyrians can mobilize a surge of heroism and defeat overwhelming odds.

Prerequisites: Tyr.

Benefits: Once per day, if you have taken damage while outnumbered or from a foe with more HD than you have, you may take an extra move action or standard action which must be taken at the start of your next turn (before you take any other actions but after the period where you are unable to take actions - such as when bleed damage is applied). At the end of the turn that you use this ability, you become fatigued.

Special: You may take this feat more than once, giving you an additional use per day. Daily uses are also capped by your character level (as shown below). Surge of Heroism can never be used more than once per encounter.

Giant Killer
Your experience in fighting giants gives you a tactical advantage against them.

Prerequisites: Sea of Silt.

Benefits: You receive a +2 bonus on rolls to confirm critical hits against giants and a +2 dodge bonus to your AC against attacks from creatures with the giant type.

Jungle Fighter
You know how to take advantage of the terrain while fighting in the woods.

Prerequisites: Forest Ridge, Gulg.

Benefits: When fighting in forest terrain, you receive a +2 dodge bonus to AC.

Special: A fighter may select Jungle Fighter as one of his fighter bonus feats.

Legerdemain
Your people are infamous for their dubious and roguish ways, and in your case the rumours are not unfounded.

Prerequisites: Elf, Salt View.

Benefits: You get a +2 bonus on all Disable Device and Sleight of Hand checks.

Mansabdar
You belong to the Mansabdar, the feared corrupt public police force of Raam. Prerequisites: Raam.

Benefits: You get a +2 bonus on all Intimidate checks and a +1 bonus to Fortitude saves.

Mekillothead
Your people are an obstinate folk known for stubbornness and ill temperedness.

Prerequisites: Draj, mul.

Benefits: You get a +1 bonus to Will saves and +3 to the DC to bluff or intimidate you.

Metalsmith
You have learned how to work with iron and other metals to full effect.

Prerequisites: Dwarf, Tyr.

Benefits: You suffer no penalty to Craft checks when crafting items from metal. Put the itemʹs price in silver pieces when calculating creation time.

Normal: You suffer a –5 penalty to Craft checks when crafting items from metal. Put the itemʹs price in ceramic pieces when calculating creation time.

Nature's Child
Your culture reveres the sanctity of forest life, hunting, and harmony between society and the wild.

Prerequisites: Gulg, halfling.

Benefits: You get a +2 bonus on all Knowledge (nature) and Survival checks.

Paranoid
Your culture is xenophobic and mistrusting, always expecting the worst.

Prerequisites: Eldaarich.

Benefits: You get a +2 bonus on all Sense Motive checks and a +1 bonus to Reflex saves.

Performance Artist
Your culture is famous for one or more performing arts (drama, poetry, music, or dance) with roots in historical events, legends and mythology.

Prerequisites: Balic, Nibenay, Salt View. Benefits: You get a +2 bonus to a specific type of Perform check (chosen when you take this feat) and Knowledge (local) checks for your home region.

Tarandan Method
You have mastered the teachings of Tarandas, the Grey Lady, who first codified the psionic disciplines. The powers you manifest from your chosen discipline are harder to resist.

Prerequisites: Raam.

Benefits: Add 1 to the save DC of powers from your chosen discipline (chosen when you take this feat).