ANCESTRAL GUIDANCE [Racial]
You carry the remains of your ancestors with you for guidance.
Prerequisite: Elf
Benefit: You may consult with the bones to gain insight into future actions. This works exactly as the augury spell in the D&D Player’s Handbook, though the ability may only be used a number of times per month equal to 1 + your Charisma modifier (1 minimum). If the bones are ever destroyed, you lose this ability permanently. You also suffer a -2 penalty to all skill checks until you atone. The DM should decide the nature of this atonement, but it generally includes some sort of quest. If the bones are lost, you must try to retrieve them at all cost. Failure to recover them within one month inflicts the same penalties as if they were destroyed.
ARTIST [Racial]
Your people are renowned for their skill at story and song.
Prerequisite: Elf, Gnome, Half-Elf, or human
Benefit: You gain a +2 bonus on all Perform checks and on checks with one Craft skill that involves art, such as calligraphy, painting, sculpture, or weaving. In addition, if you have the bardic music ability, you may use it two (2) additional times per day.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.
Normal: A bard can use her bardic music ability once per day per bard level.
BEASTMASTER [Racial]
As an elf, you consider baboons sacred animals and they serve you obediently.
Prerequisite: Elf, region of origin Svimohzia, ability to acquire new animal companion
Benefit: You add the baboon to your list of animal companions, and can use the summon nature's ally I spell to summon a baboon instead of a monkey. A druid with a baboon animal companion has his druid level treated as three higher for the purpose of determining the baboon's modified statistics, bonus tricks, and special abilities. A ranger with a baboon animal companion has an effective druid level equal to one-half his ranger level +3, instead of one-half his ranger level.
BLESSED BY THE SELLER OF SOULS [Racial]
A Scorpion-shaped Birthmark denotes you as one of the chosen of The Seller of Souls.
Prerequisite: Dark Elf
Benefit: You gain an affinity for scorpions, the deity's favored children. You gain the spell-like abilities as a 1st-level caster: 1/day detect poison. If you have the ability to summon a familiar, you can choose to gain a Tiny monstrous scorpion in addition to the list of available options. If you have an animal companion, you can add the following creatures to the list of available options:
1st level-Small or Medium monstrous scorpion
4th level-Large monstrous scorpion
10th level-Huge monstrous scorpion
If you have the wild empathy ability, you can treat scorpions as animals for the purpose of that ability.
Special: This feat must be taken at 1st Level during character creation.
BLOODED [Racial]
You know what it means to fight for your life, and you understand the value of quick wits and quicker reactions when blades are bared and deadly spells are chanted.
Prerequisite: Dark Elf, Gray Dwarf, Dark Halfling, Goblinoid, or Human (Svimohz)
Benefit: You get a +2 bonus on initiative checks and a +2 bonus on Spot checks. You cannot become shaken, and you ignore the effects of the shaken condition. However, you can still be frightened or panicked.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat.
COMPLEMENTARY INSIGHT [Racial]
You get more out of having skills that work well together.
Prerequisite: Half-Elf
Benefit: Having 5 or more ranks in a skill gives you a +3 bonus on skill checks with each of its synergistic skills, as noted in the skill description.
Normal: Synergistic skills provide a +2 bonus on skill checks.
COMPOSITE FINESSE [Racial]
Drawing back a bowstring requires finesse as well as muscle, and you have learned how to benefit as much from your Dexterity as from your Strength.
Prerequisite: Elf, Str 13, base attack bonus +3
Benefit: You may use your Dexterity modifier instead of your Strength modifier to use a composite longbow or shortbow with proficiency (that is, if your Dexterity bonus is higher than the strength rating of the bow but your Strength bonus is not, you can still effectively use it). Your Dexterity bonus is not cumulative with your Strength bonus.
Normal: Each composite bow requires a minimum Strength modifier to use with proficiency.
Special: An elven fighter may select this feat as one of his fighter bonus feats.
DISCIPLINE [Racial]
Your people are admired for their single-minded determination and clarity of purpose. You are difficult to distract by spell or blow.
Prerequisite: Elf, Human, Gnome, or Halfling
Benefit: You gain a +2 bonus on Will saves and a +2 bonus on Concentration checks.
Special: You may select this feat only as a 1st-level character.
DROW EYES [Racial]
You have trained your eyes to see in the dark as well as your full drow ancestors.
Prerequisite: Half-drow elf
Benefit: You gain darkvision 120 ft.
Normal: A half-drow normally has darkvision 60 ft.
DROW SKIMISHER [Racial]
Your experience with the guerrilla-style combat of the deep grants you mastery of the weapons of the Drow.
Prerequisite: Drow, region of origin Underdark
Benefit: You treat the drow scorpion chain, and the drow long knife as martial weapons. As well, you gain a +1 bonus on damage rolls when making an attack with a drow long knife or a drow scorpion chain as long as you have moved more than 5 feet under your own power during the round in which you make the attack. For example, being bull rushed 10 feet isn't sufficient to grant you the extra damage from this feat. If you have any of the following feats for the dagger or short sword, you can apply the feats' effects to the drow long knife: Improved Critical, Weapon Focus, Weapon Specialization, Greater Weapon Focus, or Greater Weapon Specialization. If you have any of the same feats for the spiked chain, you can apply the feats' effects to the drow scorpion chain.
ELF DILETTANTE [Racial]
Throughout the long years of your life, you have developed a talent for doing just about anything.
Prerequisites: Elf, Int 13
Benefit: You gain a +1 bonus on all untrained skill checks. You can attempt untrained checks using skills that normally do not allow untrained use. If a skill doesn't allow skill checks (such as Speak Language), this feat has no effect.
Normal: Without any ranks in a skill, you can’t attempt some skill checks.
FOCUSED MIND [Racial]
When you have the opportunity to concentrate on a task, you usually do very well at it.
Prerequisites: Elf, Concentration 2 ranks
Benefit: When you take 10 or take 20 on an Intelligence check or Intelligence-based skill check, you gain a +2 bonus on the check.
GIFT OF TONGUES [Racial]
You have an intuitive talent for learning languages.
Prerequisite: Moon Elf or Sun Elf
Benefit: Your Intelligence is 4 points higher for the purpose of determining how many bonus languages you may start with. You are not limited to the bonus languages of your region. Speak Language is always a class skill for you. You gain a +1 bonus on all Decipher Script and Sense Motive checks.
Special: If you choose this feat after 1st level, you do not immediately gain additional bonus languages, but all other effects of the feat apply.
HEIRLOOM [Racial]
A close relative presents you with a family heirloom.
Prerequisite: Elf
Benefit: In addition to the character’s starting equipment, you receive either a cloak of elvenkind, boots of elvenkind, suit of elven chain or mithral shirt (per DM approval), as a gift from your family. Should you lose this item, you also lose the favor of your family until you can regain the lost item or prove yourself worthy of the family name through other means. There is no penalty if the item is destroyed (unless you do so deliberately), for such things are inevitable.
You may only take this feat as a 1st-level character.
HIGHBORN [Racial]
You have learned how to tap into the advanced magical abilities of your noble heritage.
Prerequisite: Elf, base Will save +2
Benefit: You may use detect good, detect magic, once per day as spell-like abilities with a caster level equal to your character level.
LOLTH'S BLESSING [Racial]
The Loth has blessed you with additional magical abilities.
Prerequisite: Drow, patron deity Lolth, WIS 15, able to cast 3rd-level divine spells
Benefit: You may chose one of the following clairaudience/clairvoyance, detect lie, dispel magic, or suggestion once per day as spell-like abilities with a caster level equal to your character level.
LOLTH'S BOOM [Racial]
You can channel negative energy to empower vermin.
Prerequisite: Drow, patron deity Lolth, Rebuke undead
Benefit: You can spend two rebuke undead attempts as a standard action to unleash a 60-foot-radius burst of divine energy. Each vermin in the area gains temporary hit points equal to its HD, as well as a +2 bonus on melee damage for 10 rounds.
LOLTH'S CARESS [Racial]
You can channel negative energy to accelerate poisonous effects.
Prerequisite: Drow, Lolth as patron deity, Rebuke undead
Benefit: You can spend a rebuke undead attempt to speed up the effects of poison, affecting all creatures within 20 feet of you. Any poisoned creature in the area that has not yet attempted its saving throw against the poison's secondary effect must do so immediately. This takes the place of the saving throw at the end of the normal poison duration.
MOON MAGIC [Racial]
You have mastered the ancient elven techniques of drawing power from moon's light.
Prerequisite: Moon Elf, Knowledge (history) 4 ranks, ability to cast 3rd-level spells
Benefit: When you cast a spell under moonlight, your effective caster level increases by 2. This feat provides no benefit when the moon is not visible (during the day, underground, during a new moon, or the like).
PROPHESIZED HERO [Racial]
When you were born, the stars foretold a great destiny for you.
Prerequisite: Wild Elf
Benefit: The nature of the prophecy must be agreed between the player and the Dungeon Master when this feat is taken. Typically, you are prophesized to find and wield a powerful magic item, slay some fantastic (and powerful) beast, or lead your tribe through a disaster. This feat grants a +1 luck bonus to all saving throws and enables you to take the Prophesized Hero prestige class.
You may only take this feat as a 1st-level character.
SECOND FAVORED CLASS [Racial]
Your in-between status as the child of two cultures makes you a natural adventurer with knowledge of many ways.
Prerequisite: Half-elf.
Benefit: You may nominate another character class as a second favored class. Neither of these favored classes counts when determining whether the character suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the D&D Player’s Handbook).
You may only take this feat as a 1st-level character.
SINGLE FOCUS [Racial]
While humans value versatility, the Sun Elf prefer to hone a single skill to absolute perfection. From childhood you have studied one particular path, and these decades of devotion result in remarkable skill.
Prerequisite: Sun Elf
Benefit: A single skill of your choice is now a class skill for you, and you gain a +3 bonus on checks using that skill.
Special: This feat must be taken at 1st Level during character creation. Single Focus counts as Skill Focus for the purpose of meeting any requirement or prerequisite.
SOCIABLE PERSONALITY [Racial]
You are adroit at avoiding social gaffes.
Prerequisite: Half-elf, Cha 13
Benefit: You may reroll any Diplomacy or Gather Information checks. You take the best result of either roll.
LIGHTFEET [Racial]
You have an incredibly soft step, making it difficult to track or hear you.
Prerequisites: Elf, Dex 13, Balance 2 ranks, Move Silently 2 ranks.
Benefit: You can walk without leaving behind any but the most subtle marks. The Survival DC to track you increases by 5 (or by 10 if you move at half speed to hide your trail). You ignore any penalties on your Move Silently checks incurred by noisy or very noisy terrain.
TRINKET [Racial]
You possess one or more magical trinkets, gifts from your family on achieving adulthood.
Prerequisite: Gray Elf.
Benefit: You begin play with a number of trinkets worth no more than 200 gp total (per DM approval). These trinkets may be chosen from the list presented in the Kingdoms of Kalamar Villain Design Handbook or created using the rules from that same volume.
You may only take this feat as a 1st-level character.
SOCIABLE PERSONALITY [Racial]
You are adroit at avoiding social gaffes.
Prerequisite: Elf or Half-Elf, Cha 13
Benefit: You may reroll any Diplomacy or Gather Information checks. You must take the result of the reroll, even if it's worse than the original roll.
URBAN STEALTH [Racial]
You are particularly adept at moving quietly and unnoticed through the city.
Prerequisite: Knowledge (local) 2 ranks.
Benefit: You gain a +3 bonus on Hide and Move Silently checks in a small city or larger community. This bonus applies only when you are outside-trying to hide in a bedroom or office does not benefit from this feat, since your knowledge of urban environments is no help in such confined spaces.
URBAN TRACKING
You can track down the location of missing persons or wanted individuals within communities.
Prerequisite: None
Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check for every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. The DC of the check, and the number of checks required to track down your quarry, depend on the community size and the conditions; see the below:
Community Size* DC Checks Required
Thorp, hamlet, or village 5 1d3
Small or large town 10 1d4+1
Small or large city 15 2d4
Metropolis 20 2d4+2
Condition DC Modifier
Every three creatures in the group being sought –1
Every 24 hours party has been missing/sought +1
Tracked party “lies low” +5
Tracked party matches community’s –2
primary racial demographic
Tracked party does not match community’s +2
primary or secondary racial demographic
If you fail a Gather Information check, you can retry after 1 hour of questioning. The DM rolls the number of checks required secretly, so that the player doesn't know exactly how long the task will require.
Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective trailing.
Special: You can cut the time per Gather Information check in half (to 30 minutes per check), but you take a –5 penalty on the check.