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Selan- A SE Asian campaign (Critical rebuilding)
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<blockquote data-quote="Sound of Azure" data-source="post: 2979659" data-attributes="member: 40749"><p><span style="font-size: 18px">Regional Feats from the Talons of Garuda</span></p><p></p><p>(more to come for the tribes from the Talons that Grip the Sun)</p><p></p><p><strong>Eyes of the Eagle </strong> (regional)</p><p>You are sharp-eyed, like the totem of your people.</p><p><strong>Benefit: </strong> You gain a +2 bonus on Search and Spot checks. You may make a Spot check once per round as a swift action.</p><p></p><p><strong>Floating Combat </strong> (regional)</p><p>You have learnt techniques of fighting while floating on water.</p><p><strong>Benefit:</strong> You can float on the surface of calm water as a free action. You’re considered prone and cannot move for the duration of that round, but may otherwise attack, cast spells, or take other actions as if you were lying on solid ground. You can actually sleep while floating on water by using this feat. You gain a +1 dodge bonus to AC when fighting partially or wholly submerged in water.</p><p></p><p><strong>Gull Opportunist </strong> (regional)</p><p>You have learnt to take advantage of your enemies’ failures.</p><p><strong>Benefit: </strong> Once per round, you may make an attack of opportunity of an enemy that misses any adjacent ally in melee. This attack counts as your attack of opportunity for that round. Even a character with the Combat Reflexes feat can’t use Gull Opportunist more than once per round.</p><p></p><p><strong>Hidden Talon</strong> (regional)</p><p>You are an expert at hiding weapons and other small objects on your person.</p><p><strong>Benefit:</strong> You gain a +4 bonus on Sleight of hand checks to conceal a weapon or small object. You can retrieve a hidden item as a move action.</p><p>Special: If you have the Quick Draw feat, you can draw a hidden weapon as a swift action. </p><p></p><p><strong>Intuitive Sense </strong> (regional)</p><p>Your sense of oneness with the world guides you in the mysteries of the lower, middle, and upper world.</p><p><strong>Benefit: </strong> You gain a +2 bonus on any one Knowledge skill, and may make any Knowledge check untrained, even if the DC is higher than 10. In addition, you may use your Wisdom modifier for any Knowledge check in place of your Intelligence modifier.</p><p></p><p><strong>Talons of the Eagle </strong> (regional)</p><p>Your have trained in the fabled martial art, wielding the mystical Kris.</p><p><strong>Benefit: </strong> You gain proficiency with the Kris and may wield them as if possessing the two-weapon fighting feat. The Kris are treated as if they were weapons of your alignment for the purposes of overcoming damage reduction</p><p></p><p><strong>Voice </strong> (regional)</p><p>You are a Voice, a respected intermediary with the worlds above and below.</p><p><strong>Benefit:</strong> You gain a +2 bonus on Charisma based checks with characters from the Talons of Garuda region. You are exempt from any of the tribal conflicts within the Talons of Garuda and are not expected to engage in warfare, though you may do so if you choose. Any attack on your person by a tribesman from the Talons of Garuda is punishable by death, unless you began the conflict.</p><p>You are expected to participate in the Council of Voices, and oppose the enemies of the tribes.</p><p>You may converse with any creature of the spirit subtype that has a language.</p></blockquote><p></p>
[QUOTE="Sound of Azure, post: 2979659, member: 40749"] [SIZE=5]Regional Feats from the Talons of Garuda[/SIZE] (more to come for the tribes from the Talons that Grip the Sun) [B]Eyes of the Eagle [/B] (regional) You are sharp-eyed, like the totem of your people. [B]Benefit: [/B] You gain a +2 bonus on Search and Spot checks. You may make a Spot check once per round as a swift action. [B]Floating Combat [/B] (regional) You have learnt techniques of fighting while floating on water. [B]Benefit:[/B] You can float on the surface of calm water as a free action. You’re considered prone and cannot move for the duration of that round, but may otherwise attack, cast spells, or take other actions as if you were lying on solid ground. You can actually sleep while floating on water by using this feat. You gain a +1 dodge bonus to AC when fighting partially or wholly submerged in water. [B]Gull Opportunist [/B] (regional) You have learnt to take advantage of your enemies’ failures. [B]Benefit: [/B] Once per round, you may make an attack of opportunity of an enemy that misses any adjacent ally in melee. This attack counts as your attack of opportunity for that round. Even a character with the Combat Reflexes feat can’t use Gull Opportunist more than once per round. [B]Hidden Talon[/B] (regional) You are an expert at hiding weapons and other small objects on your person. [B]Benefit:[/B] You gain a +4 bonus on Sleight of hand checks to conceal a weapon or small object. You can retrieve a hidden item as a move action. Special: If you have the Quick Draw feat, you can draw a hidden weapon as a swift action. [B]Intuitive Sense [/B] (regional) Your sense of oneness with the world guides you in the mysteries of the lower, middle, and upper world. [B]Benefit: [/B] You gain a +2 bonus on any one Knowledge skill, and may make any Knowledge check untrained, even if the DC is higher than 10. In addition, you may use your Wisdom modifier for any Knowledge check in place of your Intelligence modifier. [B]Talons of the Eagle [/B] (regional) Your have trained in the fabled martial art, wielding the mystical Kris. [B]Benefit: [/B] You gain proficiency with the Kris and may wield them as if possessing the two-weapon fighting feat. The Kris are treated as if they were weapons of your alignment for the purposes of overcoming damage reduction [B]Voice [/B] (regional) You are a Voice, a respected intermediary with the worlds above and below. [B]Benefit:[/B] You gain a +2 bonus on Charisma based checks with characters from the Talons of Garuda region. You are exempt from any of the tribal conflicts within the Talons of Garuda and are not expected to engage in warfare, though you may do so if you choose. Any attack on your person by a tribesman from the Talons of Garuda is punishable by death, unless you began the conflict. You are expected to participate in the Council of Voices, and oppose the enemies of the tribes. You may converse with any creature of the spirit subtype that has a language. [/QUOTE]
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