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Racial feats used to represent an element of your character's abilities that are primarily due to some aspect of their racial background. Both a Felbraug and a Half-Ogre can take Power Attack Feat, but no matter how much he'd like to, no Half-Ogre can take the Soul Seeker racial feat - a feat exclusively available to Felbraug that represents their unique reincarnationalist viewpoint on life.
Some racial feats are not limited to a single race. This is not due to the races sharing any kind of common training per se, but rather because the feat, mechanically, represents something that may have very different thematics to members of different races.
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Your somewhat more primitive biology has let you exceed momentary limits. This surge, perhaps representing bloodlust, perhaps an enhanced reaction to the fightorflight mechanism, incarnates itself in how you react to danger.
Prerequisite: Swamp elf.
Benefit: During combat, once per day for each Racial feat you have, you may activate an Adrenal Surge as an immediate action. You gain a +4 to your initiative (this can change your order in the initiative), and a +3 to Reflex saving throws. This lasts for as many rounds as your constitution modifier.
The halforcs of Cobrin'Seil have always had tales told about members of their ranks who can't be taken down despite hails of arrows and thousands of sword blows. You are one of them.
Benefit: You gain DR X/-, where X is half the number of racial feats you have.
You're a faster runner than most other Equitarn.
Benefit: Your speed is increased by +10 feet as long as you're in light or no armour.
Between your last death and your most recent birth, somewhere along the way, you gathered the attention of ChkShaul, the first Felbraug to ascend beyond his mortal connections. You stand in the sight of ChkShaul, and are not found wanting.
Benefit: You gain a bonus power point for each racial feat you have.
Claws of the Felbraug
Your claws are even more damaging than normal, as you channel the aggression in your mind into the works of your hands.
Benefit: You gain two claw attacks now that deal 1d3 damage. As long as you're psionically focused, you also gain a +1 bonus to damage rolls with your claws for each two racial feats you have.
Equitarn weren't always designed to be as simple or as obvious as they normally are. Many Equitarn were, in fact, designed to be employed in humanonly areas of the SorcerorKings' cities, and therefore, in order to avoid offending sensibilities, were designed with the ability to employ the distinction between their different races.
Benefit: You shift between two separate forms when you drop to all fours or stand on two two legs. This ability functions like the spell Alter Self, except that you have two forms to choose from - your completely inhuman horse form, and your large, brutish human form. There may be some superficial resemblence between the two (your two forms likely share some colours, such as hair and skin tone), and you are extemely large for a human, but you are able to pass as a human being to those without magical divination.
Known as the Forgotten Clan, the Dragoosts were subtle manipulators, and one of the few magically inclined Dwarven clans - wielding clerical magic and channeling the power of their gods in displays of ferocious magical prowess. During the First Age, they were supposedly exterminated by the forces of Rheiltahn Ducoris - however, the Dragoosts merely hid amongst other clans, becoming unknowns and subtle nobodys in their dwarven communities. Most dwarves have a trace of Dragoost heritage, even though they may not know it - and when the Dragoosts revealed themselves at the beginning of the Third Age, it was a sign of great significance to dwarven historians.
Prerequisite: Shield Dwarf, Con 13.
Benefit: You may increase the caster level of divine spells cast upon you by 1 for each racial feat you have.
Your eyes are more fine, more precise, or perhaps better trained than other elves. This might be a gift of birth, or perhaps the result of much training.
Prerequisite: Any Elf.
Benefit: You gain +2 to spot and search checks.
You're from the colder regions of Cobrin'Seil - for this reason, you've learned to accommodate extremes of temperature.
Benefit: You gain fire and cold resistance 1.
Your naturally armoured body has extended to protect more of your body than normal.
Benefit: For each racial feat you have, your racial armour bonus to Armour Class is increased by 1.
Favoured of the Clans
You may be as truebred as any High King could ever claim to be, yet you hold your head high to the virtues that each Dwarven clan holds dear. You may be a complete mongrel, carrying as much noble blood as sea water, yet every dwarf that watches you walk by can tell by your mere presence that you are beyond reproach as a defender of the dwarven nation. Some disagree with your methods, others with your style - but you are a soul beyond reproach in the defense of the dwarven nation.
Prerequisite: Shield Dwarf, five other racial feats, Leadership.
Benefit: You receive a +2 bonus to your Leadership score. The bonuses granted by each other racial feat you have are doubled.
Fangs of the Felbraug
Your bite attack is even stronger than normal, and you channel power into it more adeptly.
Benefit: Your bite attack now deals 1d6 damage, and as long as you're psionically focused, you gain a +1 racial bonus to attack and damage rolls made with your bite attack. You may expend this psionic focus as a swift action to deal an additional +2d6 damage to someone or something after making a successful attack roll.
Feet of the Felbraug
You're more connected to your racial roots, and it shows in your movement and speed.
Benefit: You have a climb speed equal to your land speed.
Initial experiments with Equitarn found that while most races would generate callouses on their extremities when exposed to adverse conditions, the Equitarn were in fact much more likely to form a flexible, hooflike substance over them.
Benefit: You gain a pair of slam attacks (one for each hand), dealing 1d8 base damage. You're always considered to be wearing shoes, and are immune to the effects of caltrops. For each other racial feat you have, attacks made with these slams have a +1 racial bonus to damage.
Swamp Elves have a reputation for being hardy, and having an immune system that would put horses to shame. It's really much better, and in your case, almost perfect.
Prerequisite: Swamp Elf.
Benefit: You are immune to diseases and poisons.
The Swamp Elves are renowned for their hardiness, strength, and underhanded tactics. However, there is another aspect to the Swamp Elves that is often overlooked - that of their strong ties to the land and of the magic of places.
Prerequisite: Swamp Elf.
Benefit: Choose a terrain type from the following list: Aquatic, desert, forest, hills, marsh, mountains, plains, or cities. In that terrain, for each Racial feat you have, you gain a racial +1 to Survival, Hide, and Move Silently. If you chose Cities, instead, you gain a racial +1 to Gather Information, Hide, and Move Silently.
Luck of Corellon
Grey elves are typified by two things - their recklessness, and the rarity with which this recklessness gets them into trouble.
Prerequisite: Grey Elf.
Benefit: You gain a +1 luck bonus to Armour Class. This luck bonus, and your luck bonus to your saving throws increases by 1 for each two racial feats you have.
Magic of the Land
Other elves cloister themselves, seeking magic in the art and works of the dragons, or perhaps plying it from the gods. You know better than they do - be it from nature, the concepts of right and wrong, or just from the raw, devoted belief in what one does, magic is all around.
Prerequisite: Swamp Elf, ability to cast divine spells.
Benefit: Choose a terrain type from the following list: Aquatic, desert, forest, hills, marsh, mountains, plains, or cities. In that terrain, you gain a +2 circumstance bonus to caster level checks.
You've some signs of Morarthan Dwarf in you. You may not have a blood relation, but you stoutly embody the protective spirit of the Morarthan, and you stand fast when protecting others.
Prerequisite: Shield Dwarf.
Benefit: Provided you're within 5 feet of them, any ally whose Armour Class and Base Attack bonus are lower than your own cannot be subject to attacks of opportunity, or attacks at reach greater than 5 feet. If that character provokes attacks of opportunity, or an attack is made against them at reach, the attack is made against you instead.
It's taken generations for the O'Reighland Clan to finally set aside stone weapons for iron, then iron weapons for steel. Hard to convince and stubborn in the extremes, the O'Reighland are often in command of the political direction of the Dwarven Clans. Whether you simply agree with their policies and have a strong belief in your government, or because you have some O'Reighland blood in you, you're a stubborn cuss who rarely gives up the fight.
Prerequisite: Shield Dwarf.
Benefit: You receive 1 bonus hit point for each point of Base Fortitude Saving Throw Bonus you have (but no more than your character level), and a +2 bonus to Will saving throws.
The lifestyle and history of the halforc race is one that has lead to a necessity for quick recoveries. You're at the extreme end of this notion, where you recover from life-threatening injuries in a matter of hours.
Prerequisite: Half-orc, Con 13.
Benefit: When you rest, you regain your level times your constitution modifier hit points.
Normal: When you rest, you regain your level hit points.
Your race has always been recognised as being hardy and tough, but you push even that image to its limits.
Prerequisite: Halforc, Equitarn or Swamp Elf, Con 13.
Benefit: For each racial feat you have, you gain 2 bonus hit points.
You've a more attuned sense of smell than other members of your race.
Prerequisite: Equitarn or Felbraug, Wis 13.
Benefit: You gain the Scent special quality with a range of 30 feet.
You take your battles to your enemy. The history of the Sha'Taggin is one where thousands of weak have been saved by the decisive actions of the handful of strong, and destroying a foe before they can threaten you and your own is the surest way to protect that which you hold dear - so say the crests of the Sha'Taggin. You've trained yourself to destroy the enemies of the Dwarves, and it's rare that such an enemy escapes you.
Prerequisite: Shield Dwarf, Weapon Focus, Base Attack Bonus +4.
Benefit: When you gain this feat, and whenever you gain another racial feat, select a type from the following list: Abberation, Dragon, Goblinoid, Tanar'ri, Undead, and Vermin. You gain a +2 bonus to damage against opponents who have one (or more) of these types, when wielding a weapon with which you have Weapon Focus. This bonus damage stacks with the damage from Weapon Specialisation.
You don't appreciate exactly how fragile some objects are - or aren't.
Benefit: When attacking an object, you ignore 1 point of hardness for each racial feat you have.
Sometimes, Felbraug get lost, or are sent elsewhere on the way to life, for some higher purpose, for punishment, or for reasons still not understood. You are one of those chosen by fate or otherwise to find these Errant Felbraugs and aid and assist them on their path through their lives as they return to the Felbraug nation.
Prerequisite: Felbraug, Level 3+.
Benefit: You're more attuned to the presence and absence of souls. Once per round, as a free action, you may make a Wisdom check (DC 15) to detect the presence of all living creatures within 10 feet + 10 feet per each racial feat you possess. If the check is successful, you know the location of all living creatures in that area, regardless of being invisible, ethereal, hidden or concealed. Furthermore, you are able to tell on sight if a character has the Errant Felbraug background feat.
Special: All Felbraug companions gained through the Errant Felbraug background feat take this feat. If the character with Errant Felbraug does not have a high enough leadership score to obtain a cohort able to take this feat (Ie, level 2 or lower), they do not receive their cohort until their leadership score increases.
You're able to adapt quickly to new environments, natural or not.
Benefit: You gain a racial +2 to Survival and Intimidate checks. Whenever in a city, you may use your Intimidate skill instead of Diplomacy or Gather Information.
Grey elves are thought of as fearless and ignorant. You're one of the few who has tasted true fear, and has stood in its face regardless.
Prerequisite: Grey Elf.
Benefit: You are immune to fear. Allies within 30 feet of you gain a +2 morale bonus to saving throws against fear.
Twister of Fate
You're not only lucky, but your penchant for survival in the face of the odds has earned you a status as something of a lucky charm amongst adventurers.
Prerequisite: Grey Elf.
Benefit: Allies within 30 feet of you also benefit from your luck bonus to saving throws.
Not every dwarven hero has held back the tides of chaos with a hammer and helm. The Tyrbardins own the smallest army, least land, and most sporadic history of heroic champions - and yet every individual dwarf knows to listen when a Tyrbadin speaks. Blessed with clarity of insight, the Tyrbadin know how to focus their energies to their best effects - which is why a large number of Dwarven High Kings have indeed been Tyrbadin.
Prerequisite: Shield Dwarf, Lawful alignment.
Benefit: You receive a +4 racial bonus to diplomacy checks when dealing with other dwarves. For each racial feat you have, you gain a +1 bonus on Fortitude saves and Will saves, and +1 bonus hit point.
Partial Open Gaming Content: Content in highlighted boxes is derived from, and in turn designated as, OGL material. Other content in this article is copyright © Talen Lee 2007-2008 unless otherwise noted. -
Partial Open Gaming Content: Content in highlighted boxes is derived from, and in turn designated as, OGL material. Other content in this article is copyright © Talen Lee 2006-2008 unless otherwise noted. -