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 only take one single regional feat. This is because most regional feats are more powerful when compared to other feats.

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 +3 bonus on all Concentration checks and one Craft skill check.

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 +3 bonus on all Knowledge (nature) and a +5 bonus to Survival checks made to avoid getting lost when able to see the sun, moon or 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 +3 bonus. 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 +3 bonus to Concentration checks.

Freedom
You are a citizen of Tyr, known for its freedom heroesand freedom–loving people. When facing danger, Tyrians can mobilize a surge of heroism and defeat overwhelming odds.

Prerequisites: Tyr.

Benefits: You may take an extra move action or standard action in a round, which must be taken immediately (before you take any other actions). You may use this feat a number of times per day depending on your character level (as shown below), but never more than once per round.

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

Prerequisites: Sea of Silt.

Benefits: You receive a +4 bonus on rolls to confirm criticals and a +2 dodge bonus to your AC when fighting against 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 rumors are not unfounded.

Prerequisites: Elf, Salt View.

Benefits: You get a +3 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 +3 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 a +3 bonus to Intimidate checks.

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 +3 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 +3 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 +3 bonus to a specific type of Perform checks and Knowledge (local) checks for your 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 2 to the save DC of powers from your chosen discipline.