Regional/Racial Feats

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Northman

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One of the really cool things about Forgotten Realms is the regional feats. Now, saying that, I don't think most are too useful, but the idea is great. In the latest dragon a list of Greyhawk regional feats was given. And I expect it a pretty common element with other campaign worlds.

We talked about it when first creating our kingdoms but had too much to do. What do you guys think about creating regional or racial feats for the new setting guide? I have created a lot of feats over the past 3 years (several of which are official 13K feats) so I can be a help in that department for anyone that is unsure about creating one.

Also, this is a good time to review our feats to see if any are overpowered, unbalanced, or underpowered. In most cases we probably won't have too much playtesting to go off of, but we may on some.

So what do you think about racial/regional feats?
 

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Here's an example of one.

Sturdy Feet
You have trained to keep your feet through good leverage and positioning.
Regions: Thoradur, Cryndon
Races: Dwarf
Benefit: You gain a +6 to resist trip attacks, knock down, bull rush, over run, and all attempts to physically move you from your square.
 
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Another example.

Merchant’s Heart
You have a background in dealing with merchants of all types. You know what they really want and what their rock bottom price is. If someone needs something, they come to you.
Regions: Mittendien, Cryndon, Paludosus
Benefit: You gain a +4 to appraise checks, +4 to gather information checks when rolling to learn information about the location or availability of goods, and +4 to diplomacy checks when trying to haggle.
 

Perhaps another.

Heir to the Sword
You come from a lone line of soldiers. After keeping long hours on watch, you have developed a keen eye and quick reactions. You carry your father’s weapon.
Regions: Ulruz
Benefit: You gain a +1 to initiative, +1 to spot checks, +2 to profession (soldiering), and may start play with a masterwork melee weapon.
Special: This feat may only be taken at first level.
 

Northman said:
One of the really cool things about Forgotten Realms is the regional feats. Now, saying that, I don't think most are too useful, but the idea is great. In the latest dragon a list of Greyhawk regional feats was given. And I expect it a pretty common element with other campaign worlds.

We talked about it when first creating our kingdoms but had too much to do. What do you guys think about creating regional or racial feats for the new setting guide? I have created a lot of feats over the past 3 years (several of which are official 13K feats) so I can be a help in that department for anyone that is unsure about creating one.

Also, this is a good time to review our feats to see if any are overpowered, unbalanced, or underpowered. In most cases we probably won't have too much playtesting to go off of, but we may on some.

So what do you think about racial/regional feats?
A really, really good idea. I know I will be revamping Band of Brothers, which is a regional feat, as it is underpowered. More such regional feats would be good
smile.gif


Here's the current list of custom feats and their types for T13K:

  • Alyhndro's Honor [Regional]
  • Archer Defense [Fighter, General]
  • Band of Brothers [Regional]
  • Blood of Beher [General]
  • Giant Killer [General]
  • Goblin Surprise [Regional]
  • Hoplite [Regional]
  • Improved Charge [Fighter, General]
  • Improved Dodge [Fighter, General]
  • Improved Ranged Sneak Attack [General]
  • Increased Ability [General]
  • Jungle Child [General]
  • Of Noble Blood [Regional]
  • Orc Hunter [Fighter, General]
  • Steady Aim [Fighter, General]
  • Urbanized [Regional]
  • Versatility [General]
  • Warrior of Renown [General]
  • Worg Kinship [Racial]
 
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Actually, I'm putting the revised Band of Brothers, and the Goblin Surprise, feats into the Ulruz Gazetteer (since it is complete and fits closely with the unique equipment in the region).

I think one or two Regional Feats for each country ought to be encouraged in the setting guide, though. These should really evoke the flavor of what it is like to be from these regions. IE Island Kingdoms might get aquatic survival feats or sailing feats, for example.
 
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I didn't realize that we already had some that were purely regional. It would be great to see them for every kingdom and not just half... so we as a group should take up the responsability to create them for every kingdom, even if it's only one, so that no kingdom is without one, even if the kingdom doesn't have a CM right now.

Even a feat that gives skill bonuses would help to add flavor to the kingdom, and is easy to make. I'll continue to work on feats, there are tons of them out there to inspire you. I'll post some, letting you guys see if you like them and see where they might fit.
 
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Hmmm... I'll get to thinking of two for Rhaavin, one for the sea faring folk and one for the nature folk. I'd be tempted to try opening Merchants Heart for Rhaavin but I see them as a country that does a decent amount of trade, not enough for a regional feat like that. Chances are whatever feat I choose for the Sea Faring folk of Rhaavin will likely go to the other island kingdoms as well.
 

Improved Darksight
You have spent your entire life beneath the earth. After generations of below-ground dwellers your eyesight is keener than other mountain dwarves.
Race: Mountain Dwarf
Benefit: Your darksight extends to 90'.
Special: This feat may only be taken at first level.
 

Tuck and Roll
Your agressive rough and tumble fighting style often leaves opponents confused. In a move first made famous by Ballin Doomhammer, you can leap and roll through opponents before they can react.
Race: Dwarf
Benefit: Tumble is a class skill for you. You recieve a +3 to tumble checks.
 

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