Regional Feats

AFTERSIGHT [Regional] [Racial]

You have a trace of the Sight in your blood, an unreliable gift as hard to command as a dream, which enables you to pick up echoes of the past, both wondrous and terrible.

Prerequisite: Region of origin Young Kingdoms, Human

Benefit: As a full-round action, you can attempt to invoke a vision of the past tied to the local area in which you are standing. You must make a Wisdom check (DC 10) to invoke a vision, and you can make no more than three attempts in a single day. A successful vision serves to augment historical knowledge, providing a +4 bonus on all Knowledge (history) and bardic knowledge checks for the next minute. This feat does not grant bardic knowledge if it is not already possessed.

ANCESTRAL SPIRIT [Regional] [Racial]

You have ties to the long-dead spirit of one of your clan's ancestors, who whispers ancient words of wisdom into your mind in times of need.

Prerequisite: Dejy origin, Human

Benefit: You receive a +2 bonus on all Heal and Knowledge (history) checks.

ARCTIC ADAPTATION [Regional] [Racial]

You have adapted to the snowbound environment of the arctic reaches of Tellene.

Prerequisite: northern region of origin Torakk, Slen, or Krond Heights, Human

Benefit: You receive a +4 bonus on saving throws against cold effects. You also gain a +1 bonus on all Hide, Move Silently, Search, and Spot checks on the ice and snow.

ARCANIST [Regional]

Your have studied wizardry with elven kind for many years. You spent your childhood in arcane libraries, and this early education gives you a great breadth of knowledge.

Prerequisite: Region of origin Dijishy

Benefit: You get a +2 bonus on Knowledge (arcana) checks. Every time you gain a wizard level after taking this feat (including 1st level), you can add one additional spell to your spellbook.

ARCANE SCHOOLING [Regional]

In your homeland, all who show some skill at the Art may receive training as arcane spellcasters. Thus, many characters know something of the ways of the bard, the sorcerer, or the wizard.

Prerequisite: Born and raised in the Underdark or in one of the Cities of Twilight

Benefit: Choose one arcane spellcasting class (bard, sorcerer, or wizard). You can activate spell trigger magic items as if you had 1 level in the selected class. The selected class also becomes a favored class for you in addition to any other favored class you have or select.

Special: You may select this feat only as a 1st-level character and only one regional feat.

ARTISTIC CRAFTER [Regional] [Racial]

You produce beautiful crafts of unparalleled skill.

Prerequisite: Geanavue, Pekal, or Xaarum; or Elf

Benefit: Chose a craft skill, all items you create with this skill are worth an additional amount equal to 1/5 the item’s price per every 5 ranks you have in the skill. For example if you have armorsmithing, you can create an incredibly attractive suit of scale mail armor worth 50 gps + an additional 10 gps for every 5 craft ranks in armorsmithing you have at the same cost of material to make that item normally.

AT HOME IN THE DEEP [Regional]

Your innate power over the darkness extends to your senses.

Prerequisite: Darkvision, Born and raised in the UnderDark

Benefit: You can see through the shadowy illumination created by a darkness spell as if the spell weren't there.

This ability doesn't apply to other spells that have the darkness descriptor.

BAZAAR VETERAN [Regional]

You are skilled at barter and trade.

Prerequisite: Raised in Ahznomahni, Ashoshani, Bet Kalamar, Bet Seder, Bet Urala, Dalen, Dowond-Brandel, Monahm-Ahozh, Ospolen, P’Bapar, Svomahni, Thgasha, Zha-nehzmish or Zoa.

Benefit: You gain a +4 bonus to Apprise Checks when appraising common trade goods and Bluff Checks when barting for those goods, or a +2 when appraising less common or rare items.

Special: You may only take this feat as a 1st level character.

BLADEBEARER OF THE DESERT [Regional]

You have trained extensively with scimitars, including the great scimitar. You are adept at striking from horseback as well as the ground with the curved blades.

Prerequisite: Region of origin any desert, proficiency with scimitar or falchion

Benefit: You treat the great scimitar as a martial weapon. Also, you deal an extra I point of damage when making a melee attack with a scimitar, a falchion, or a great scimitar while mounted. If you have any of the following feats for the scimitar, falchion, or great scimitar, you can apply the feat's effects to all three weapons: Improved Critical, Greater Weapon Focus, Greater Weapon Specialization, Weapon Focus, or Weapon Specialization.

BORN OF THE CRADLE [Regional]

Being steeped in the Lore of your Svimohzish ancestors, you find history fascinating.

Prerequisite: Born and raised in Meznamish, Ohzinmish, or Zazahni

Benefit: You gain a +2 bonus on Knowledge History, Nobility, and Royalty checks.

Special: You may only take this feat as a 1st level character.

BORN TO THE SADDLE [Regional]

Your people are practically born on the horseback, spending more time mounted than on foot.

Prerequisite: Born and raised in Drhokker or Dodera

Benefit: You gain a +2 bonus on all Ride checks and +1 dodge bonus to AC while mounted.

Special: You may only take this feat as a 1st level character.

CHILD OF THE DESERT [Regional]

You have become toughened to the hardship of the environment.

Prerequisite: Con 13, born and raised in the Elos or Khydoban Desert

Benefit: You can survive for 3 days plus the number of hours equal to your constitution score before making checks for thirst, and for a number of days equal to your Constitution score before making check for food. See rule for saving throws against starvation and thirst.

Special: You may only take this feat as a 1st level character.

CHILD OF THE EARTH [Regional] [Racial]

Faithful to your Defohy, Dejy heritage, you are beloved of the Earth Mother. Her favor protects you.

Prerequisite: Dejy origin of Defohy heritage only, born and raised in O’Par, Paru’bar or Ek’Gakel, Human

Benefit: You gain a +1 on all saving throws

Special: You may only take this feat as a 1st level character.

CHILD OF THE SWAMPS [Regional]

You have spent years in swamps and marshes. You can find food and shelter in the deep swamps, and you can move more freely through the difficult terrain.

Prerequisite: Region of origin a swamps or marsh

Benefit: You receive a +2 bonus on Spot and Survival checks while in marsh terrain. In addition, you can take a 5-foot step while in the shallow bog or light undergrowth of a marsh, ignoring the usual movement penalties of the terrain for this purpose.

COSMOPOLITAN [Regional]

Your exposure to the thousand forking paths of the city has taught you things you ordinarily would never have uncovered.

Prerequisite: Region of origin and raised in a capitol city

Benefit: Choose a nonexclusive skill you do not have as a class skill. You gain a +2 bonus on all checks with that skill, and that skill is always considered a class skill for you.

Special: You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

COSMOPOLITE [Regional] [Racial]

You've been lied to more times than you can count. This history has made you intimately familiar with the deceit, guile, and doublespeak of city folk.

Prerequisite: Dwarf, ElF, Half-elf, Halfling, or Human and Raised in Bet Kalamar

Benefit: You gain a +2 bonus on Bluff, Gather Information, and Sense Motive checks.

Special: You may select this feat only as a 1 st-level character. You may have only one regional feat.

COURTEOUS MAGOCRACY [Regional]

You were raised among the ranks of mighty wizards & powerful spellcasters. The art of arcane magic is common to you, cautious courtesy is the norm and you have an eye for magic goods.

Prerequisite: Int 15, Raised in the Young Kingdoms

Benefit: You receive a +3 bonus on all Diplomacy and Spellcraft checks.

DANCING BLADE [Regional]

You have an energetic fighting style modeled after traditional Reanaaria dancing.

Prerequisite: Place of origin Reanaaria Bay, Perform (dance) 1 ranks, Base attack bonus +1, Proficient in rapier

Benefit: When fighting with a rapier with the full attack action, you gain a +2 bonus on attack rolls with that weapon.

DAUNTLESS [Regional] [Racial]

You can stand up to greater punishment than most and still keep on going.

Prerequisite: Place of origin Underdark, or Dwarf

Benefit: You gain +5 hit points.

Special: You may not select this feat more than once, but its benefit stacks with Toughness. You may select this feat only as a 1st-level character. You may have only one regional feat.

DEEP DENIZEN [Regional]

You are adapted to a subterranean environment.

Prerequisite: Born and raised in a underground terrain

Benefit: Living underground has made you more reliant on non-visual senses than surface dwellers. You gain a +2 competence bonus on Listen checks and a +4 competence bonus when tracking by scent.

DEFENDER OF THE HOMELAND [Regional]

You have sworn a sacred oath to protect your country from evil.

Prerequisite: Place of origin Brandobia, The Young Kingdoms, Reanaaria, Wis 13, any good alignment

Benefit: When fighting in your home region, you gain a +1 sacred bonus to Armor Class and immunity to fear effects.

DESERT DWELLER [Regional]

You are adapted to a desert environment.

Prerequisite: Born and raised in a desert terrain

Benefit: As a desert dweller, you are more hardy than those who live in more gentle climates. Your Fortitude save DC to avoid subdual damage from heat is reduced to 10. In addition, you can go without water for a number of hours equal to 24 + twice your Constitution score.

DRAW FROM THE LAND [Regional] L5R

You can draw strength and sustenance from the land itself.

Prerequisite: Place of origin Rukugan

Benefit: Before resting, you may draw upon the power of the land to revitalize your body and mind. This allows you to recover 2 hit points per day of light activity, or 4 hit points per level for each day of complete rest, and 2 ability score points per day, or 4 ability score points for each day of complete rest. This stacks with the benefits of long-term care provided by someone with the Heal skill. You may also use the energy of the land to fuel your body's need for food and water. This gives you a +10 bonus on Constitution checks made to avoid subdual damage from hunger and thirst. Finally, you may use the power of the land to refresh your mind and body as a supplement to sleep. You require half as much sleep as normal (although you still have to rest a full 8 hours to prepare spells or regain spell slots). Outside of Rukugan, you must make a Concentration check (DC 10 + 2 per 100 miles from the border of Rukugan) to activate this ability. If you fail, you cannot retry for 1 day.

DREADFUL WRATH [Regional] [Racial]

You are terrible to behold in battle, and few foes have the heart to face you without quailing.

Prerequisite: Place of origin Underdark or Human

Benefit: When you charge, make a full attack, or cast a spell that either targets an enemy or includes an enemy in its area, you gain the frightful presence ability for that round. Each enemy within a 20-foot radius of you must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be shaken for 10 rounds. Regardless of its success or failure on the saving throw, any creature exposed to this effect is immune to your frightful presence for the next 24 hours. This is an extraordinary morale effect.

Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

EAGLE TRIBE VISION [Regional] [Racial]

You have keen eyesight reminiscent of the giant eagles that fly over your tribal lands.

Prerequisite: Place of origin Young Kingdoms, Human (Dejy), Membership in The Eagle Tribe

Benefit: You gain a +5 bonus on spot checks.

EDUCATION [Regional]

Some lands hold the pen in higher regard than the sword. In your youth you received the benefit of several years of more or less formal schooling.

Prerequisite: Born and raised in a capital city or free state

Benefit: All Knowledge skills are class skills for you. You get a +2 bonus on all skill checks with any two Knowledge skills of your choosing.

Special: You may only take this feat as a 1st-level character.

FHOKKI BERSERKER [Regional]

The intense physical training required to join a berserker clan has made you tougher.

Prerequisite: Place of origin Wild lands, Ability to rage, membership in a berserker clan

Benefit: You gain a +2 bonus on saving throws against poison. When raging, you gain a +6 bonus to Constitution. During a greater rage, you instead gain a +8 bonus to Constitution.

Normal: A character in a rage gains a +4 bonus to Constitution. A character in a greater rage gains a +6 bonus to Constitution.

GRASS TREKKER [Regional]

You are adapted to a grasslands or plains environment.

Prerequisite: Born and raised in grasslands or plains terrain

Benefit: You are a nomad of the steppes, used to traveling long distances, often on foot. You gain a +2 competence bonus on Jump checks. In addition, you do not need to make Fortitude saves when making a forced march until you have traveled for 12 hours. The save DC for longer travel is 10 + 1 per hour beyond 12.

JUNGLE STAMINA [Regional]

You are acclimated to the jungles of Svomahni

Prerequisite: Born and raised in the Isles of Shvomahni

Benefit: You receive a +2 bonus on all Survival checks and a +2 bonus on Fortitude saves versus disease.

PEAK HOPPER [Regional]

You are adapted to a hilly or mountainous environment.

Prerequisite: Born and raised in the hill or mountain terrain

Benefit: Your alpine environment has made you more surefooted. You gain a +2 competence bonus on Balance and Climb checks.

SWAMP STALKER [Regional]

You are adapted to a swamp or marshy environment.

Prerequisite: Born and raised in the swamp or marsh terrain

Benefit: You move easily through the sucking bogs and stagnant water of the swamps. You gain a +2 competence bonus on Swim checks and on Strength checks to break free of nets, webs, entangle spells, and similar hindrances. This feat does not grant a bonus on grapple checks.

TREEFRIEND [Regional]

You are adapted to a forest environment.

Prerequisite: Born and raised in the forest terrain

Benefit: You are completely at home in the forest. You gain a +2 competence bonus on Climb checks and on Survival checks to avoid becoming lost in the forest.

WINTER’S CHILD [Regional]

You are adapted to a cold environment.

Prerequisite: Born and raised in the cold terrain

Benefit: As an arctic dweller, you are more hardy. The DC of your Fortitude save to avoid subdual damage from cold is reduced to 10. In addition, you can make a saving throw each minute (DC 10, +1 for each previous check) to resist the effects of hypothermia in very cold water.