Feery's Leap
Wilderlands Feats
Feats from the Wilderlands texts (or adapted therefrom)
Amazon Blood [General]
The blood of Amazons flows in your veins.
Benefit: Because at some point in your past you have Amazon blood in your bloodline, you may be trained as an Amazon Warrior even though you are not of the Amazon race. You must still be female to be trained as an Amazon Warrior, however.
Arcane Affinity [General]
You have received arcane training uncommon to your race or region.
Benefit: Chose an arcane spellcasting class. This class is a favored class for you in addition to any other favored classes you may select. This may be used either to add an arcane class as a favored class to a race that normally does not have favored arcane casting classes or may be used to add an additional favored class in addition to one you have already selected. For example, a halfling with this feat may now select an arcane class as a favored class. Similarly, a human multiclassed fighter/rogue could take this feat and add levels of sorcerer without suffering an experience penalty for multiclassing.
Arcane Training [Regional]
You come from Tula, the City of Mages, and have acquired special magical abilities from your rigorous training.
Region: Silver Skein Isles (Tula)
Benefit: Your training in the schools of Tula has given you some proficiency with formal arcane magic. You have one spell point (or one extra, if you already have spell points). You have a spellbook containing the 0-level spells detect magic, read magic, mage hand and arcane mark. All of these are on your list of known spells (and do not count against the known spells provided by a class).
You cast these spells as a wizard of your arcane spellcaster level (or 1 st level if you have no arcane spellcaster level). These spells are in addition to any gained by spellcaster levels. If you wear armor, you suffer the normal chance of arcane failure.
In addition, you gain a +2 bonus to Spellcraft checks.
Special: You may take this feat only at character creation and only if you have specified the city of Tula or its immediate surroundings as your homeland. At the GM’s discretion, you may swap out one of these cantrips for a more character-appropriate selection.
Aristocratic Knowledge [Regional]
You have spent a significant amount of time in a large city and you understand the intricacies and social conventions of such locales. You have acquired the patina of a civilized person.
Region: Valon, Viridistan, City State, Tarantis, Silver Skein Isles (Tula or Rallu)
Benefit: You gain a +2 bonus to Diplomacy and Knowledge (Nobility and Royalty) checks in populated areas the size of a large town or larger (population above 2,000). You also gain a +2 bonus to Bluff checks when dealing with or attempting to impersonate an individual of a different social level then yours. Additionally, you gain a +1 to your Social Level in the city of your choice.
Artistic [General]
You have a special talent for the arts.
Benefit: You gain a +2 bonus on all Perform checks and to one Craft skill that involves the classical arts, such as painting or sculpture, for example, but not pure craft skills such as weaponsmithing.
Blood of Fire [General]
You have a special link to the elemental plane of fire, either through magic or through diluted blood of an efreet or other fire creature in your past.
Benefit: You receive a +4 bonus on saves against fire effects and gain Resistance to Fire 2. You also add +2 to the DC of saving throws for any arcane spells you cast with “fire” in the descriptor.
Special: You may only take this feat at character creation.
Blood of Ice [General]
You have a special link to the elemental plane of ice, either through magic or through diluted blood of an ice creature in your past.
Benefit: You receive a +4 bonus on saves against cold effects and gain Resistance to Cold 2. You also add +2 to the DC of saving throws for any arcane spells you cast with “cold” in the descriptor.
Special: You may only take this feat at character creation.
Cantrips [Regional]
You come from Valon, a city where even the lowliest person has access to schooling in minor cantrips.
Benefit: Your upbringing in Valon has given you some affinity with spontaneous arcane magic. You have one spell point (or one extra, if you already have spell points). You have an intuitive understanding of three of the following cantrips (0-level arcane spells): resistance, detect magic, daze, dancing lights, flare, light, ray of frost, ghost sound, mage hand, mending, message, open/close, arcane mark or prestidigitation. All of these are on your list of known spells (and do not count against the known spells provided by a class).
You cast these spells as a sorcerer of your arcane spellcaster level (or 1 st level if you have no arcane spellcaster level). These spells are in addition to any gained by spellcaster levels. If you wear armor, you suffer the normal chance of arcane failure.
Special: You may take this feat only at character creation and only if you have specified the city of Valon or its immediate surroundings as your homeland. At the GM’s discretion, you may swap out one of these cantrips for a more character-appropriate selection.
Disciplined [General]
You are admired for your single-minded devotion and determination. You are difficult to distract from your task.
Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Concentration checks.
Domain Affinity [General]
You are in tune with the many aspects of your patron deity, even if you are not a divine spellcaster.
Benefit: You gain a domain ability of your choice from one of the domains of your patron deity, even if you are not otherwise a divine spellcaster. That ability functions at your divine spellcasting level (or 1 st level if you do not have a divine spellcasting level). Your alignment must match that of your patron deity as if you were a cleric of that deity. If your alignment ever moves outside of an alignment allowing you to be a cleric of your patron deity, you lose the abilities gained by this feat until your alignment is restored and you have received atonement.
If you are a divine spellcaster, this feat allows you to choose an extra domain from the domains allowed by your deity in addition to the two normally allowed to clerics. You may choose domain spells from that extra domain in addition to gaining the extra domain ability.
Special: This feat may be taken more than once, allowing a new domain to be selected each time, though never allowing access to more domains than your patron deity provides.
Educated [General]
You have received the benefit of a full education.
Benefit: All Knowledge skills are class skills for you as is any language you learn. You gain a +1 bonus on all skill checks with any two Knowledge skills of your choosing. You can read and write one language that you speak, and you can do so as well as you can speak it (free ranks in Literacy in a script common to the chosen language). If the character gains further skill in the selected language, the corresponding Literacy skill also increases.
Special: This feat may only be selected at character creation at which time the character must select the two Knowledge skills mentioned above, and the script in which the character becomes literate.
Fast Talker [General]
You are adept at quickly understanding people’s motivations and taking advantage of those motivations in conversation or oratory. You are good at talking your way out of bad situations.
Benefit: You gain a +2 bonus on all Diplomacy and Sense Motive checks.
Hardy [General]
You have learned to survive in harsh environments.
Benefit: You gain a +2 on Fortitude saves as a result of environmental conditions as well as a +2 on Survival checks in hostile climates (extreme heat or cold).
Literate [General]
You have spent time learning to read and write.
Benefit: You are literate. You can read and write
any language you speak. Whenever you learn a spoken language, you automatically gain an equivalent Literacy rating in one script common to that language. If the language has no written form, or if no written sources are available to learn from, then the character receives no benefit from the feat.
Mounted Warrior [Regional, Fighter]
You come from a culture that stresses hunting and fighting from horseback.
Regions: City State, Altanis, Tarantis, Desert Lands, Karak
Benefit: You gain Martial Weapon Proficiency (composite shortbow) and a +2 bonus on Ride checks.
Streetwise [General]
You have a knack for inquiring about and interacting with the “criminal element” in any populated
area.
Benefit: You gain a +2 bonus on all Bluff and Gather Information checks when dealing with or attempting to impersonate a member of the “criminal element” of any populated area the size of a Hamlet or larger (population above 80).