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    Bugbear in the Playground
     
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    Default Re: [3.5, Scroungers, Everything] The Crunch of the Scroungers Campaign Setting

    Skill Modifications and New Usages

    Appraise Haggling

    Craft (Cartography) (Int)

    Spoiler
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    This skill allows you to make maps and charts based on your personal travel experiences, other maps and charts, descriptions from other travelers and any other sources of information that might be helpful. Crafting a map requires one day for every 10 points of the Craft DC required to successfully make the map and consumes raw materials as described below.

    Unlike other Craft skills, failing to meet the base DC to craft a map does not mean you are unable to finish the map. Instead, if you fail to meet the required DC the final map contains certain inaccuracies. Failing by 5 or less results in minor inaccuracies that are more inconvenient than truly dangerous or destructive. Failing by more than 5 can results in truly catastrophic inaccuracies.

    The Craft DC’s and costs to create maps are described below. DM’s can add additional circumstance penalties or bonuses as they see fit.

    {table=head]Map Description|Craft DC|Raw Materials Cost
    Simple map covering 500 square miles or less|20|10 gp
    +500 square miles of coverage|+5|+8 gp
    Detailed map|+5|+20 gp
    Showing a specific route|+2|+10 gp
    Showing subterranean, underwater, or aerial terrain|+10|+20 gp
    Cartographer has no personal experience of the area|+5|+5 gp[/table]


    Speak Language (None; Trained Only)

    Spoiler
    Show
    This skill governs the ability of a character to speak one of the many languages of the Scroungers setting.

    Action:
    Not applicable

    Try Again:
    Not applicable. There are no Speak Language checks to fail.

    Skill Function:
    The Speak Language skill doesn’t work like other skills. Languages work as follows:
    • You start at 1st level knowing at least two languages (based on your race and region), plus an additional number of languages equal to your starting Intelligence bonus. If you were born on or near Stha Lui, one of the two automatic languages known is always Trade Pidgin. If you were not born on or near Stha Lui, you only know one language (usually a racial or regional language) automatically upon character creation.
    • You can purchase Speak Language just like any other skill but instead of buying ranks in it, you choose a new language that you can speak. Learning the rudiments of a language costs one skill point, while actual proficiency requires the expenditure of two skill points. If you only know the rudiments of a language, you take a -4 penalty to all Bluff, Diplomacy, Disguise, Gather Information and Sense Motive checks as well as language-based ability checks when attempting to communicate in that language.
    • You don’t make Speak Language checks. You either know a language or you don’t.
    • A literate character (anyone but a barbarian who has not spent skill points to become literate) can read and write any language she speaks. Each language has an alphabet, though sometimes several spoken languages share a single alphabet.

    Trade Pidgin:
    Trade Pidgin is a language unique to the Scroungers setting. It is a simple, direct language cobbled together from a wide variety of linguistic traditions for the purpose of facilitating trade relations between different language groups. The development of Trade Pidgin was a gradual process but was nonetheless crucial to the economic livelihood of Stha Lui.

    Trade Pidgin is basic and fairly specialized. Unlike the setting’s more complete languages, if a character does not know Trade Pidgin automatically (for example, a character from a distant, forgotten archipelago), she can gain proficiency in the language by spending only one skill point.

    Trade Pidgin is used primarily for economic transactions between individuals who do not share any other common language. However, over time, it has developed a slightly more comprehensive vocabulary and can be used for a variety of basic topics other than trade; topics that occur in daily life but do not require very advanced or specialized vocabulary. Anyone conversing in Trade Pidgin for any purpose that would require more than basic vocabulary takes a -4 penalty to skill and ability checks as if she only knew the rudiments of the language. Examples of such topics include highly technical subjects, academic discussions, religious texts and discourses, complex politics, poetry, and other similar topics.

    A Note on Alphabets:
    While there is no common spoken language in the Scrounger’s setting, a common alphabet has developed to facilitate commerce. This common script (known simply as Common) is essentially a simplified version of the script used for the Aadipuran language. This script, which contains symbols for 33 different consonant sounds and 16 different vowel sounds, has been adapted to fit the phonetic rules of all of Stha Lui’s languages and can always be used to write, even if it isn’t used as the primary script.

    Racial Languages and their Alphabets
    {table=head]Language|Typical Speakers|Alphabet
    Abyssal|Demons, chaotic evil outsiders|Infernal
    Aquan|Water-based creatures|Elven
    Auran|Air-based creatures|Draconic
    Celestial|Good outsiders|Celestial
    Draconic|Kobolds, troglodytes, lizardfolk, dragons|Draconic
    Druidic|Druids (only)|Druidic
    Dwarven|Dwarves|Shokhani
    Elven|Elves|Elven
    Giant|Ogres, giants|Goblin
    Halfling|Halflings|Common
    Ingan|Fire-based creatures|Draconic
    Infernal|Devils, lawful evil outsiders|Infernal
    Orc|Orcs|Goblin
    Sylvan|Dryads, brownies, leprechauns|Elven
    Sea Dwarven|Sea Dwarves|Common
    Terran|Xorns and other earth-based creatures|Shokhani
    Vanar|Vanar|Common[/table]

    Languages by Region
    {table=head]Language|Region|Alphabet
    Trade Pidgin|Universal|Common
    Gensch|Genzland|Common
    Shokhani|Shokhestan|Shokhani
    Elven|Tanu ya Nzadi|Elven
    Halfling| Śetaig, Fádech Desert|Common
    Sea Dwarven|Qileka|Common
    Vanar| Śathadva Islands|Common
    Dwarven|The Mountains|Dwarven
    Aadipuran|Aadipura|Common
    Any|The Hinterlands|Any[/table]


    New Feats

    Metamagic Feats
    The abilities represented by metamagic feats substantially increase spellcasting versatility and provide valuable options for spellcasters. In the Scroungers setting, spontaneous spellcasters are no longer required to spend a full round action to cast a spell augmented by a metamagic feat. The spell retains the same casting time it would normally require.

    General Feats

    CONCUSSING BLOW [General, Fighter]
    Prerequisite: Power Attack, BAB +6
    Benefit: As a standard action, you target an opponent’s head with a single powerful attack. You must use the Power Attack feat to reduce your BAB by at least one to use this feat. If you are successful, in addition to taking damage as normal, the target is dazed for one round and deafened for a number of rounds equal to your Strength modifier. The target can make a Fortitude save to negate the deafness. The DC for this save is equal to 10 + the penalty to attack rolls you took as part of the Power Attack feat.
    Special: A fighter may select Concussing Blow as one of her fighter bonus feats.

    DEEPEN DEAFNESS [General]
    Benefit: Whenever you deafen a creature or impose an effect described as being substantially similar to deafening, its hearing and speech are even further impaired than normal. The spell failure chance for casting spells with verbal components increases to 50%. At character level 10, the spell failure chance increases to 75%.

    GO-STONE FORTITUDE [General]
    Prerequisite: Constitution 13+, Craft (Go-Stone Tech) 5 ranks
    Benefit: You gain a +4 circumstance bonus to Fortitude saves to resist the negative effects of handling go-stone.
    GO-STONE RESISTANCE [General]
    Prerequisite: Constitution 15, Go-Stone Fortitude
    Benefit: You gain damage reduction 5 against hit point damage of all types resulting from go-stone energy. This includes weapons that use go-stone as ammunition as well as explosions resulting from a piece of broken or misfiring go-stone equipment. Your damage reduction applies against all unique go-stone weaponry, but not against normal weapons enhanced with go-stone (like a go-stone longsword +1).

    GO-STONE IMMUNITY [General]
    Prerequisite: Constitution 15, Go-Stone Fortitude, Craft (Go-Stone Tech) 8 ranks
    Benefit: You are immune to ability damage caused by exposure to go-stone.
    GO-STONE RELOAD [General, Fighter]
    Prerequisite: Exotic Weapon Proficiency (Go-Stone Rifle)
    Benefit: You can reload a go-stone rifle as a swift action. Reloading a go-stone rifle no longer provokes an attack of opportunity.
    Special: A fighter may select Go-Stone Reload as one of her fighter bonus feats.

    GREATER UNARMED STRIKE [General, Fighter]
    Prerequisite: Improved Unarmed Strike
    Benefit: You count as one size category larger for the purpose of determining the damage dealt by your unarmed strikes. For example, a Medium character with this feat would deal 1d4 points of damage with his unarmed strikes, instead of the usual 1d3 points of damage.

    Non-monks gain an additional benefit from this feat. For any character that has no monk levels (or levels in classes that grant similar bonuses to unarmed strike damage), your size continues to increase over time for the purpose of determining your unarmed strike damage. For every 5 character levels you have, your size increases by another step for this purpose only.
    Special: A fighter may select Greater Unarmed Strike as one of her fighter bonus feats.

    IMPALE [General, Fighter]
    Prerequisites: Proficiency with any weapon that can be readied against a charge, Strength 13+
    Benefit: Whenever you ready your weapon against a charge, if you hit your target, in addition to dealing damage as normal, the target must make a Reflex save opposed by your attack roll or be impaled on the end of your weapon and unable to leave her current square until she is freed. The target can free herself as a standard action but takes additional damage equal to the damage you initially dealt. You can remove your weapon as a free action, dealing the additional damage in the process.

    KEEP YOUR DISTANCE [General, Fighter]
    Prerequisites: Proficiency with any hafted piercing weapon, BAB +5
    Benefit: A spear’s construction makes it ideal for striking at the limit of its reach. You have learned to use this capability to your advantage to keep your foes at an awkward distance. As a standard action you attack an enemy with a hafted piercing weapon. If you hit successfully your opponent is unbalanced and takes a -2 penalty to AC for 2 rounds. If they attempt to attack you with a melee weapon before your next turn, the penalty increases to -3.
    In order for an enemy to be affected by this maneuver, he must have reach equal or less than to yours. For example, a human wielding a shortspear may use this maneuver on any foe with a 5-foot reach. A human wielding a longspear may use this maneuver on any foe with up to a 10-foot reach.
    Special: A fighter may select Keep Your Distance as one of her fighter bonus feats.

    MASTER PIKEMAN [General, Fighter]
    Prerequisite: Weapon Focus (any spear)
    Benefit: When using a spear of any type to attack a creature at least one size category larger than you, you gain a +4 bonus to attack and damage rolls. You also gain this bonus when attacking any mounted opponent, as long as the opponent’s mount is at least the same size category as you.
    Special: A fighter may select Master Pikeman as one of her fighter bonus feats.

    NATURAL SPELL [General]
    Prerequisite: Wis 13+, wild shape ability
    Benefit: When you take this feat, you choose a number of spells that you know equal to your Wisdom modifier. You can complete the verbal and somatic components necessary cast these spells (and only these spells) while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. The spells selected must be third level or lower.

    You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
    Special: This version of the Natural Spell feat replaces the version published in the Player’s Handbook.

    POWERFUL SHOT [General, Fighter]
    Prerequisite: Str 13+, Point Blank Shot
    Benefit: When wielding any ranged weapon or thrown weapon, you can sacrifice accuracy for greater penetrating power. At ranges up to 60 feet, you may subtract a number from your attack rolls and add that number to your damage rolls when wielding a ranged weapon. The number subtracted from your attack rolls cannot exceed your base attack bonus.
    Special: A fighter may select Powerful Shot as one of her fighter bonus feats.

    PRACTICED CRAFTSMANSHIP [General]
    Prerequisite: Craft (Go-Stone Tech) 8 ranks, must have successfully crafted the selected item or performed the selected enhancement at least once in the past.
    Benefit: Select one go-stone item or go-stone enhancement. Whenever you are crafting that item or performing that enhancement, the crafting time is halved.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new item or enhancement.

    PSI SHARD [Psionic]
    Prerequisite: Psicrystal Affinity
    Benefit: By spending one day in intense meditation, you have managed to fuse your psicrystal with a piece of go-stone of at least minor strength. Your psicrystal gains a +1 bonus to all attack rolls and a +1 bonus to its natural armor. Additionally, if your psicrystal grants you a bonus to a skill check, the bonus increases to +5. If your psicrystal grants you a bonus to a saving throw or initiative roll, the bonus increases to +3. If you fuse your psicrystal to a go-stone shard of greater strength, all of these bonuses increase by 1 for each additional step.

    PUMMEL [General, Fighter]
    Clasping your hands together, you are able to make powerful two-handed attacks
    Prerequisites: Strength 13+, BAB +4, Improved Unarmed Strike, Power Attack
    Benefit: When making an unarmed attack, you apply 1.5 times your strength modifier as a bonus to damage rolls. Additionally, when using the Power Attack feat, you add twice the number subtracted from your attack rolls as a bonus to damage rolls.
    Special: When using this feat, you may take advantage of extra attacks from any source except two weapon fighting, multi-weapon fighting, or any ability that explicitly relies on you attacking with multiple arms at the same time. A fighter can select Pummel as one of her fighter bonus feats.

    REFINED FOCUS [Psionic]
    Prerequisites: Concentration 8 ranks, Knowledge (Psionics) 5 ranks
    Benefit: You know how to use more powerful shards of go-stone to manifest psionic powers. A number of times per day equal to your manifesting ability modifier, when using a go-stone of at least minor strength as a focus for your psionic powers, the power point cost of any power you manifest is reduced by two. If you use a go-stone of greater power, this reduction increases by one for each additional step.
    Normal: You only need a depleted or miniscule shard of go-stone to serve as a focus for your psionic abilities.

    RESOUNDING BLOW [General, Fighter]
    Prerequisites: Str 13+, Power Attack, BAB +5
    Benefit: You make a single attack as a standard action or as part of a charge, targeting your opponent’s chest. If your attack connects, the target is knocked straight back 5 feet and nauseated for 1 round while he fights for breath. The target can negate both effects with a successful Fortitude save (DC = damage dealt). The save DC increases by 2 if you use a bludgeoning weapon to deliver the attack.
    Special: A fighter may select Resounding Blow as one of her fighter bonus feats.

    SHARD BLADE [Psionic]
    Prerequisites: Mind Blade Enhancement class ability, Knowledge (Psionics) 5 ranks
    Benefit: If you use a piece of go-stone of at least minor strength as your focus for manifesting your mind blade, your mind blade’s total enhancement level counts as one higher than it normally would be at your level. However, this does not allow you to add additional or more powerful weapon special abilities. For example, a 6th level soulknife’s mind blade would count as a +2 weapon, but she would only be able to add special abilities as if her mind blade’s maximum enhancement were +1.

    TRAMPLING CHARGE [General, Fighter]
    Prerequisites: Mounted Combat, Ride 9 ranks
    Benefit: When mounted, you can make an overrun attempt as part of a charge action, running down the target of the charge or running over a creature to get to the target of the charge. You gain a +4 circumstance bonus to the overrun attempt, and the overrun resolves as if you had the Trample feat. If you are overrunning the target of the charge, the target takes damage from your attack as well as the effect of the Trample feat.
    Special: A fighter may select Trampling Charge as one of her fighter bonus feats.

    WEIGHTED THRUST [General, Fighter]
    Prerequisites: Power Attack, Proficiency with any hafted piercing weapon, BAB +5
    Benefit: You know how to use your weight to deal extra damage to a prone opponent when wielding a spear-like weapon. When you attack a prone opponent using a hafted weapon that deals piercing damage you deal 2 points of extra damage for every 1 point of your attack bonus you subtract using Power Attack. When you use this tactic with a two-handed weapon, you deal 3 points of extra damage for every 1 point of your attack bonus you subtract using Power Attack.
    Special: A fighter may select Weighted Thrust as one of her fighter bonus feats.

    Regional Feats

    {table=head]Region|Feats
    Aadipura| Barter Master, Pidgin Orator, River Driver, Seaborn Caster
    The Fádech Desert| Heat Adapted, Natural Mage, Razzia Warrior
    Genzland| Home Guard, Genzland Spearman, Natural Mage, Practiced Woodworker, Woodsman
    The Hinterlands| Farsighted, Grassland Gait, Wayfarer’s Fortitude, Pidgin Orator
    Home Territory| Artful Dodger, Crowd Control Mage, Magical Polyglot, Natural Linguist
    The Mountains| Altitude Adapted, Landborn Skirmisher, Mountain Warrior, Tunnel Fighter, Tunnel Mage
    Tanu ya Nzadi| Baleful Mage, Light Steps, Marshland Fortitude, Tell the Tale
    Qileka| Armored Sailor, Barter Master, Born Marine, Sailor’s Blood, Tell the Tale
    Śetaig| Born Marine, Sailor’s Blood, Seaborn Caster, Wanderer
    The Śathadva Islands| Improvised Weapon Mastery, Isolated, Powerful Jumper
    Shokhestan| Landborn Skirmisher, Practiced Woodworker, Woodsman, Shokhanid Scholar[/table]

    ALTITUDE ADAPTED [Regional]
    Your body has become accustomed to the cold and thin air of your mountainous home.
    Prerequisite: Born in the Mountains
    Benefit: You gain a +1 bonus to saves made to resist the effects of cold weather and high altitude. You also gain a +1 bonus on saves made to avoid becoming fatigued or exhausted.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    ARTFUL DODGER [Regional]
    You have a knack for moving through crowds.
    Prerequisite: Born in the Home Territory
    Benefit: Your rate of movement does not decrease when moving through squares containing crowds. Additionally, you gain a +2 circumstance bonus to Hide checks when attempting to hide in a crowd.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    ARMORED SAILOR [Regional]
    You are used to swimming while wearing armor.
    Prerequisite: Born in Qileka
    Benefit: You do not double the normal armor check and encumbrance penalties to Swim checks, though normal penalties still apply.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    BARTER MASTER [Regional]
    Your status as a trade middleman has made you a shrewd bargainer.
    Prerequisite: Born in Aadipura or Qileka
    Benefit: You gain a +2 bonus on Appraise checks made as part of the haggling process.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    BALEFUL MAGE [Regional]
    You are skilled at using your magic to hinder your foes.
    Prerequisite: Born in Tanu ya Nzadi
    Benefit: When you cast a spell which imposes a penalty on a creature’s attack rolls, damage rolls, saves, skill and ability checks or AC, the DC to resist the spell’s effects increases by 1. This bonus does not affect spells like Blindness/Deafness or Entangle, which impose penalties as a result of a condition rather than as the direct result of the spell.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    BORN MARINE [Regional]
    You’ve been fighting on the deck of a ship for as long as you can remember.
    Prerequisite: Born in Śetaig or Qileka
    Benefit: You gain a +1 bonus on weapon damage rolls when fighting on a ship, boat, or other water craft.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    CROWD CONTROL MAGE [Regional]
    Your childhood surrounded by masses of people has given you a keen understanding of mob behavior.
    Prerequisite: Born in the Home Territory
    Benefit: When you affect two or more creatures with a non-damaging area-of-effect spell or other spell that affects multiple creatures within a certain area or distance (for example, Haste), your caster level increases by one for the purpose of adjudicating the spell’s effects.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    HEAT ADAPTED [Regional]
    You know how to survive in blistering heat and scorching sun
    Prerequisite: Born in the Fádech Desert
    Benefit: You gain a +2 bonus on saves to resist the effects of hot weather and on Survival and Knowledge (Nature) checks made in regard to arid environments.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    HOME GUARD [Regional]
    The closer you are to your home, the more desperately you fight.
    Prerequisite: Born in Genzland
    Benefit: When fighting within 50 miles of the place you consider home, you gain a +1 bonus to all damage rolls. Each character may only have one home and must have lived at that location for at least six months before it can be considered home. Most characters consider their town of origin home.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    FARSIGHTED [Regional]
    Your eyes are accustomed to the wide-open spaces of your homeland.
    Prerequisite: Born in the Hinterlands
    Benefit: You gain a +2 bonus on Spot checks. Additionally, the distance at which you can begin to make Spot checks is doubled for all terrain types.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    GENZLAND SPEARMAN [Regional]
    You have years of training in the stoic guard units employed by the towns, kingdoms, and fiefs of Genzland.
    Prerequisite: Born in Genzland
    Benefit: When wielding a spear, if you ready your weapon against a charge, your reach increases by 5 feet. If you hit a charging opponent because of this reach increase (i.e. if the opponent charges through the extra threatened area granted by this feat), you must take a 5-foot step toward the opponent.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    GRASSLAND GAIT [Regional]
    The tall grasses and scrub of the Hinterlands can be extremely difficult to traverse, but you’ve mastered the art of moving through the tangled prairie.
    Prerequisite: Born in the Hinterlands
    Benefit: You can move through light undergrowth at no penalty.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    IMPROVIZED WEAPON MASTERY [Regional]
    Your people make extensive use of improvised weapons.
    Prerequisite: Born in the Śathadva Islands
    Benefit: You gain a +1 bonus on damage rolls when wielding an improvised weapon.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    ISOLATED [Regional]
    Your homeland is seldom visited and few outsiders are familiar with your speech your mannerisms.
    Prerequisite: Born in the Śathadva Islands
    Benefit: Creatures attempting to use Sense Motive against you take a -4 penalty to their Sense Motive Checks. You also gain a +2 bonus on Sense Motive and Spot checks to identify someone attempting to disguise as a resident of your home region.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    LANDBORN SKIRMISHER [Regional]
    You are a veteran of countless raids on newcomer settlements and military outposts, and know just how to fight them.
    Prerequisite: Born in the Mountains or Shokhestan
    Benefit: You gain a +1 bonus on attack rolls against members of newcomer military, militia or guard units. This bonus only applies against formal military organizations, not against mercenaries or ad hoc companies composed of newcomers. However, newcomers with formal military backgrounds but who are currently a part of an ad hoc company still trigger this bonus.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    LIGHT STEPS [Regional]
    You know the tricks required to move effectively in the tangled brush and boggy swamps of your homeland.
    Prerequisite: Born in Tanu ya Nzadi
    Benefit: Undergrowth and bog squares count as one category lighter for you when determining movement rates and penalties to skill checks.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    MAGICAL POLYGLOT [Regional]
    Your familiarity with different cultures and languages makes your spells more potent.
    Prerequisite: Born in the Home Territory
    Benefit: When you cast a spell with the “Language-Dependant” descriptor, your caster level counts as being one higher for the purposes of adjudicating the spell’s effects. You also gain this benefit when casting spells like Hideous Laughter, where language or culture is explicitly referenced as a reason for variations in the spell’s mechanics.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    MARSHLAND FORTITUDE [Regional]
    You have grown accustomed to the fetid odors of your marshy homeland.
    Prerequisite: Born in Tanu ya Nzadi
    Benefit: You gain a +2 bonus on saves to resist being sickened or nauseated.
    Special: You my select this feat only as a 1st-level character. You may only have one regional feat.

    MOUNTAIN WARRIOR [Regional]
    You are skilled at fighting opponents unaccustomed to your home environment
    Prerequisite: Born in the Mountains
    Benefit: The environment of your homeland is very taxing on the body, and many invaders are easily worn down by the harsh conditions. You have become familiar with the way a body reacts to this tiredness and gain a +1 circumstance bonus on attack rolls against opponents who are fatigued or exhausted.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    NATURAL LINGUIST [Regional]
    You are at home in the chaos, diversity, and rapid pace of the Home Territory.
    Prerequisite: Born in the Home Territory
    Benefit: You gain one additional bonus language known. Additionally, you only take a -2 penalty to language-based skill and ability checks when you only know the rudiments of a language (see the Speak Language skill).
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    NATURAL MAGE [Regional]
    The potency of your spellcasting prowess increases when you cast spells that affect or reflect the natural world around you.
    Prerequisite: Born in Genzland or the Fádech Desert
    Benefit: Your caster level increase by one when casting spells that appear on the Animal, Earth, Plant or Water domains.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    PIDGIN ORATOR [Regional]
    You are experienced at using Trade Pidgin to communicate about complex topics.
    Prerequisite: Born in the Hinterlands or Aadipura
    Benefit: You only take a -2 penalty to all skill and ability checks when using Trade Pidgin to communicate about non-economic topics.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    POWERFUL JUMPER [Regional]
    You’ve spent years learning techniques that allow you to jump higher and farther than many would believe possible.
    Prerequisites: Born in the Śathadva Islands
    Benefit: You count as one size category larger for the purpose of determining the maximum possible height of your jumps.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    PRACTICED WOODWORKER [Regional]
    Years surrounded by abundant supplies for woodworking have helped you hone your skills as a craftsman.
    Prerequisite: Born in Genzland or Shokhestan
    Benefit: You gain a +2 bonus on all Craft checks involving wood. Additionally, the time required for you to craft an object out of wood is halved.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    RAZZIA WARRIOR [Regional]
    You’ve mastered the stealth and ambush techniques of desert warfare.
    Prerequisite: Born in the Fádech Desert
    Benefit: You gain a +2 bonus on Hide checks when in an area of arid environment. You also gain a +1 bonus to weapon damage rolls made during a surprise round.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    RIVER DRIVER [Regional]
    You’ve spent your life on the river and are comfortable in and on the water.
    Prerequisite: Born in Aadipura
    Benefit: You gain a +2 bonus to all Profession (sailor) and Swim checks made in relation to rivers, streams, creeks, canals or similar bodies of water.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    SAILOR’S BLOOD [Regional]
    You were born on the coast and have been sailing since before you could walk.
    Prerequisite: Born in Śetaig or Qileka
    Benefit: You gain a +2 bonus to Profession (Sailor) and Use Rope checks.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    SEABORN CASTER [Regional]
    You have the innate ability to draw power from the ocean.
    Prerequisite: Born in Aadipura or Śetaig
    Benefit: When you are within sight of the ocean, your caster level for non-damaging spells increases by 1.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    TELL THE TALE [Regional]
    Your mind is full of tales and legends from the past.
    Prerequisite: Born in Tanu ya Nzadi or Qileka
    Benefit: You gain a +2 bonus on Knowledge (history) and Decipher Script checks.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    TUNNEL FIGHTER [Regional]
    You’ve spent your life fighting to defend your subterranean home.
    Prerequisite: Born in the Mountains
    Benefit: You’ve learned how best to defend a tunnel and give ground only reluctantly. When you are within 10 feet of at least two walls in any configuration, you gain a +1 dodge bonus to your armor class.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    TUNNEL MAGE [Regional]
    You’ve perfected the art of spellcasting in enclosed places.
    Prerequisite: Born in the Mountains
    Benefit: Any time when the area covered by your spell somehow exceeds the physical dimensions of an enclosed space, the DC to resist the effects of that spell increases by one. This feat only comes into effect when there is no way that the spell could be cast without exceeding the area of the space. For example, casting a fireball spell in a 50 ft. x 50 ft. room would not trigger the effects of this feat, even if you center the spell such that it cannot expand to its full radius in one or more directions. However, casting the same fireball spell in a 10 ft. x 10 ft. tunnel would trigger the effects of this feat.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    WANDERER [Regional]
    You’ve traveled far and wide
    Prerequisite: Born in Śetaig
    Benefit: You gain a +2 bonus on Knowledge (geography) and Ride checks.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    WAYFARER’S FORTITUDE [Regional]
    You’ve taken many a long journey in the wide open Hinterlands, and know how to push your body to the utmost.
    Prerequisite: Born in the Hinterlands
    Benefit: You gain a +2 bonus on saves to resist becoming fatigued or exhausted and Constitution checks to avoid nonlethal damage during a forced march.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    WOODSMAN [Regional]
    You feel more comfortable amongst the trees than you do anywhere else on Stha Lui.
    Prerequisite: Born in Genzland or Shokhestan
    Benefit: You gain a +2 bonus to Knowledge (Nature), Spot and Survival checks when in a forested area.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

    SHOKHANID SCHOLAR [Regional]
    You were educated in the Yu Quan educational establishment.
    Prerequisite: Born in Shokhestan
    Benefit: You gain a +2 bonus to Knowledge (religion) and Knowledge (psionics). Additionally, if you have the Bardic Knowledge, Lore or similar class ability, you gain a +1 bonus to these checks.
    Special: You may select this feat only as a 1st-level character. You may have only one regional feat.
    Last edited by Mephibosheth; 2013-03-03 at 05:24 PM.
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