[THINK TANK] Racial Feats


Races & Classes

Dark Archive

If you have got any ideas for Racial Feats, please post them here!

However, I'd like everyone to pay attention to the whole thread, so that there will be as much constructive feedback/criticism as possible, *and* less overlap in suggestions. Please do not post (under a different name) Feats that are mechanically or thematically identical to another Feat already posted. If you feel your own idea or version would work better, feel free to offer comments about how you would "tweak" or redesign the Feat to make it work better.

By sticking to these "rules" we make it easier for Jason (and other Paizo Staffers) to read this thread. And, if we work together, offering honest and constructive feedback to each other, we may be able to "polish" some of these Feats so that they might indeed end up in the Pathfinder RPG when it comes out next year. :)

Many people posted their suggestion on the Alpha 2 thread, and I'd like them to repost them here, if only possible (I may do that myself, but it would be easier if everyone who's still interested would do it themselves). I'll post mines as soon as possible, and I also have some new suggestions, too. :)

NOTE: Please stick to the entry "format" used in this thread to make it easier for everyone to read individual Feats!

Dark Archive

Here's a tip to all who are interested in designing Racial Feats: FR Campaign Setting, Races of Faerun and (apparently? I don't own it) Eberron Campaign Setting all have Regional and/or Racial Feats that could be modified and "tweaked" for PF races. I also recall a Dragon article or two dealing with this issue (there were Racial/Cultural Feats for Greyhawk, at least?) but can't recall in which issues.

NOTE: You can "tweak" those Feats to fit almost any race, as long as they feel thematically "right" -- one of the Human Feats I posted was based on an FR Regional Feat ('Cosmopolitan') and another for dwarves on a Racial Feat for Grimlocks! ;)

Dark Archive

Here are my suggestion for elven Racial Feats so far:

ELVEN FEATS:

*CRYSTALLINE VOICE [Racial : Elf, 1st level]

Even among the people of your wondrous race, your voice is eerily beautiful, bringing all listeners to the verge of tears.

Prerequisites: 1st level, CHA 13+, and you must be an elf
Benefit: You treat Diplomacy and Perform as class skills, and receive +2 Competence Bonus to all skill checks with these skills. Once per day, you can also reroll any Diplomacy or Perform check, and you may take the higher result of the two rolls.
Special:You can only take this feat as a 1st level character

*ELVEN BLADESONG [Racial: Elf]

You have mastered the famous Bladesong-fighting style, that few even among your long-lived race have learned.

Prerequisites: Weapon Focus (Rapier) or Weapon Focus (Long Sword), BAB +6 and you must be an elf
Benefit: You add use your INT Bonus instead of your STR Bonus to attack rolls with a rapier or a long sword.

* GRACEFUL STEP [Racial: Elf]

You are comfortable in the wilderness, moving through even the most difficult terrain with ease and grace elves are famous for.

Prerequisites: DEX 13+, and you must be an elf
Benefit: You receive +2 Racial Bonus to Stealth and +10 to your Movement Rate for calculating your daily traveling progress.
(NOTE: Yes, this one is blatantly stolen from 4E ;)

* UNNATURAL BEAUTY [Racial : Elf, 1st level]

Even among the people of your wondrous race, you possess unearthly grace and beauty that awes all mortals who behold you.

Prerequisites: 1st level, CHA 13+, and you must be an elf
Benefit: You treat Bluff, Diplomacy and Intimidate as class skills, and receive +1 Competence Bonus to all skill checks with these skills. Once per day, you can also reroll any Bluff, Diplomacy or Intimidation check, and you may take the higher result of the two rolls.
Special: You can only take this feat as a 1st level character

Dark Archive

DWARVEN FEATS:

*ANCESTRAL HATRED [Racial : Dwarf, 1st level]

Ever since the time of your ancestors first founded your clan, your people has defended their halls against hordes of monsters. Years of training and grudge-born hatred have honed your skills to employ effective combat tactics against your clan's traditional enemies.

Prerequisites: 1st level, and you must be a dwarf
Benefit: Choose a creature type, such as Undead or Aberration. You receive +1 to melee attack rolls and +1 Dodge Bonus to your Armor Class against all creatures of this type.
Special:You can only take this feat as a 1st level character. This feat replaces the dwarven racial ability ‘Hatred’.

*AXE MASTERY [Racial: Dwarf]

Your mastery of dwarven battle techniques enables you to mercilessly hack at your foes, while still being able to use your axe effectively to shield yourself from their blows.

[b]Prerequisites: DEX 13+, BAB +1, Weapon Focus (Greataxe, Battleaxe or Hand Axe), and you must be a dwarf
Benefit: Whenever you use Full Attack action in combat and you're wielding a Greataxe, Battleaxe or Hand Axe, you receive +2 Dodge Bonus to your AC for one round.

*BATTLE CHARGE [Racial: Dwarf]

Your battle-fury enables you to charge swiftly to the heart of the fray.

Prerequisites: CON 13+, and you must be a dwarf
Benefit: You may move up to 60 feet as part of any Charge action, even while wearing heavy armor. You may move up to 30 feet as part of any Partial Charge action, even while wearing heavy armor.

*DWARVEN TOUGHNESS [Racial: Dwarf]

Your stamina is exceptional even among the members of your resilient race.

Prerequisites: Toughness, Fort +5, and you must be a dwarf
Benefit: You gain +5 Hit Points and +2 Hit Points per level. Every time you gain a gain a level, you get +2 Hit Points. These effects replace the benefit from Toughness, and do not stack with them.

*HEART OF STEEL [Racial: Dwarf]

Nothing can shake you and you are utterly fearless in battle.

Prerequisites: Iron Will, BAB +2, ‘Bravery’ class feature, and you must be a dwarf
Benefit: You are immune to fear effects, magical or otherwise.

*HAMMERSMITER [Racial: Dwarf]

You know how to wield you hammer in battle to strike mighty blows when your enemies let their guard down.

Prerequisites: STR 13+, BAB +3, Power Attack, Weapon Focus (Warhammer, Light Hammer or Maul), and you must be a dwarf
Benefit: Whenever you use Full Attack action in combat and you're wielding a Warhammer, Light Hammer or Maul, you receive +2 bonus to all your damage rolls for one round.

*HATRED OF THE BLOOD [Racial: Dwarf, 5th level]

Your clan has fought many battles against their hated enemies, and your blood boils at the sight of them.

Prerequisites: 5th level, Ancestral Hatred, and you must be a dwarf
Benefit: Your bonuses against the creature type your Ancestral Hatred applies to become +2 to melee attack rolls and +2 Dodge Bonus to your Armor Class against all creatures of this type. These bonus replace, and do not stack with, the bonuses from Ancestral Hatred. In addition to this, once per day you may re-roll a melee attack roll against the enemy your Dwarven Hatred bonus applies to, and you may take the higher result of the two rolls.

*HOLD THE BRIDGE [Racial: Dwarf]

Proudly you hold the line against swarms of enemies to protect your clansmen and friends.

Prerequisites: STR 13+, BAB +2, Power Attack
Benefit: Whenever you are adjacent to two or more enemies, you receive +1 Morale Bonus to you attacks for one round.

*INDOMITABLE [Racial: Dwarf]

Your willpower and resistance to mental and physical pain are greater than those of most people, and you often shake off effects that would break lesser beings.

Prerequisites: CON 13+, BAB +1, Endurance, Iron Will, and you must be a dwarf
Benefit: You receive +1 Morale Bonus to your FORT and WILL saving throws. In addition to this, once per day you may re-roll a FORT or WILL saving throw, and you may take the higher result of the two rolls.

*LOYAL DEFENDER [Racial: Dwarf]

You are utterly loyal to your clan and your friends, defending them to death if need be, no matter how many enemies stand in your way.

Prerequisites: STR 13+, BAB +4, Power Attack, Cleave, Hold the Bridge, and you must be a dwarf
Benefit: Whenever you are adjacent to two or more enemies, you receive +1 Morale Bonus per 4 levels (max. +5 at 20th level) to you attacks for one round. This bonus stacks with the Morale bonus from 'Hold the Bridge'.

*MASTER ARTISAN [Racial : Dwarf]

You have learned the secret techniques used by the master smiths of your clan. Given enough time, you can work wonders out of stone or steel.

Prerequisites: You must have 5 Ranks in any Craft skill related to metal or stone, and you must be a dwarf
Benefit: You may halve all the costs for creating stone or steel items (even Masterwork Items), and whenever you Take 20 on any Craft skill check related to stone or steel, you may double the Silver or Copper Piece result of your daily or weekly progress.

*TUNNELFIGHTER [Racial: Dwarf]

You know how to fight more effectively in cramped tunnels.

Prerequisites: DEX 13+, BAB +1, Stealth 4 Ranks, Dodge, and you must be a dwarf
Benefit: Whenever you are fighting in a tunnel or surrounded with walls on both sides in a space that is 10 feet wide at maximum, you receive +1 Competence Bonus to your initiative rolls and +1 Dodge Bonus to your AC.

Dark Archive

(*BUMP*)

No opinions/feedback at all? Anyone?

Dark Archive

By the way, Jason, Erik, Mike et al. ...if you're reading this thread, are these Feats (or those posted on the Alpha 2 forums) anything like you guys have imagined would appear in the end product? Too much focus on combat? Too little racial flavour? Any comments are helpful! :)


Asgetrion wrote:

(*BUMP*)

No opinions/feedback at all? Anyone?

I like it. One of the biggest problems with 3.5 is IMO that it feels a bit stale after eight years. New feats for the core game helps.

Dark Archive

Snotlord wrote:
Asgetrion wrote:

(*BUMP*)

No opinions/feedback at all? Anyone?

I like it. One of the biggest problems with 3.5 is IMO that it feels a bit stale after eight years. New feats for the core game helps.

I agree. One of the great things 3E FRCS introduced to the game was the idea of Racial/Regional/Background Feats -- they made characters from Waterdeep feel a bit different from Cormyrean PCs (and we always picked them for our PCs in my group :).

The thing is, there were far too few of them and too many were "+2 to this skill and +2 to that skill", while I would have wanted to see more "flavourful" Feats that also added more *options* for your character -- both in and out of combat. But I think FRCS was a good start, anyway.

The Exchange

I also am liking the concept but I didn't post because I haven't had any time to try to sit and figure out some racial feats.
I love the idea though. Just a suggestion....limit the amount of racial feats for each race to around 10 or 15.

Dark Archive

Fake Healer wrote:

I also am liking the concept but I didn't post because I haven't had any time to try to sit and figure out some racial feats.

I love the idea though. Just a suggestion....limit the amount of racial feats for each race to around 10 or 15.

Well, I wouldn't mind seeing a whole supplement/accessory devoted to them (in fact, this might be better than trying to fit X new feats in PFRPG Core Rules) because I like options. I would suggest 25-50 Racial Feats for each race, personally, because some of them are part of "trees" anyway.

Liberty's Edge

Racial feats are a great idea to flesh out characters and I'd see myself suggesting some of your feat ideas to dwarf characters.

As you mentioned, racial feats appear mainly in campaign setting books and race-specific resources. Unless I'm mistaken, the PF rules aim to streamline the SRD and focus on the topics dealt with the core rules.

I suspect the designers need to iron out the general and class-specific feats (see the apparent elimination of combat feats) before looking at racial feats. Note that for racial feats to make it into core rules, all 7 races should have a similar number of those. The designing and playtesting workload for so many abilities is huge. Just look at the discussion around base racial abilities.

As to the design:
- Minimal ability scores are noted as <ability> 13, not as <ability> 13+
- Some of the feats you suggested would be interesting as general martial feats. (hold the bridge on its own would be a cool basis for a defensive feat tree. Look at fighting defensively, the dwarven defender, combat expertise and see what additional training could do to improve these)
- Note that the BAB prerequisite is usually 1, 4, 6, 8 or 11.
Unless there is a good reason to use a different BAB, you probably should stick to these numbers.
- Feats which replace racial abilities should not take up a feat slot, but simply replace the racial ability in the race description.
- Feats which add new class skills are usually beyond the scope of core rules. More commonly, "background" feats grant +2/+2 to two related skills.
- "Mastery" usually applies to a high-level ability.

Dark Archive

Locworks wrote:

Racial feats are a great idea to flesh out characters and I'd see myself suggesting some of your feat ideas to dwarf characters.

As you mentioned, racial feats appear mainly in campaign setting books and race-specific resources. Unless I'm mistaken, the PF rules aim to streamline the SRD and focus on the topics dealt with the core rules.

I suspect the designers need to iron out the general and class-specific feats (see the apparent elimination of combat feats) before looking at racial feats. Note that for racial feats to make it into core rules, all 7 races should have a similar number of those. The designing and playtesting workload for so many abilities is huge. Just look at the discussion around base racial abilities.

As to the design:
- Minimal ability scores are noted as <ability> 13, not as <ability> 13+
- Some of the feats you suggested would be interesting as general martial feats. (hold the bridge on its own would be a cool basis for a defensive feat tree. Look at fighting defensively, the dwarven defender, combat expertise and see what additional training could do to improve these)
- Note that the BAB prerequisite is usually 1, 4, 6, 8 or 11.
Unless there is a good reason to use a different BAB, you probably should stick to these numbers.
- Feats which replace racial abilities should not take up a feat slot, but simply replace the racial ability in the race description.
- Feats which add new class skills are usually beyond the scope of core rules. More commonly, "background" feats grant +2/+2 to two related skills.
- "Mastery" usually applies to a high-level ability.

Great comments -- thank you for them!

It's a shame that you can't edit your own post after a while -- I would certainly make some changes to them on basis of your comments. I may repost the "polished" versions later, though!

'Hold the bridge' is indeed inspired by Dwarven Defenders, and meant to give dwarven fighters that are not going to multi-class as them some of the same "flavour" and abilities as the Dwarven Defenders have. Therefore I would not want to make it a general feat.

As for the new class skills, there's a precedent in FRCS (not the core rules, I know), namely the 'Cosmopolitan' feat, if I only remember correctly.

Anyway, this is the sort of feedback I'm looking for -- keep suggestions and comments (even negative ones ;) coming.

Liberty's Edge

Asgetrion wrote:
Great comments -- thank you for them!

My pleasure. :-)

Asgetrion wrote:
'Hold the bridge' is indeed inspired by Dwarven Defenders, and meant to give dwarven fighters that are not going to multi-class as them some of the same "flavour" and abilities as the Dwarven Defenders have. Therefore I would not want to make it a general feat.

I understand, but if you make it a general feat, you can highlight the fact that it was created by the dwarves and taught to the other races.

The fact that only dwarves have what it takes (stability) to become the ultimate defenders contributes to further the reputation of dwarven fighting techniques.

Dark Archive

I just noticed that my Racial Feat files are only in my girlfriend's laptop hard drive, so I can only post "new" feats I've written down on paper! :(

So only a couple of Racial Feats for halflings:

* Rapid Reactions [Racial: Halfling]

Your sharp instincts and lightning-fast reactions often help surprise your opponents.

Prerequisites:DEX 13, Lightning reflexes, and you must be a halfling
Benefit:Once per day, you may re-roll your Initiative and keep the better of the two results. You also get +2 bonus on this roll.

* Acrobatic Dodge [Racial: Halfling]

Your unnatural agility and combat training enable you to dodge out of harm's way as you spring around the battlefield.

Prerequisites:DEX 15, Dodge, Mobility, Spring Attack, Acrobatics 8 ranks, and you must be a halfling
Benefit:Once per day, you may re-roll your Acrobatics check to Tumble through threatened squares in combat, and you can keep the better of the two results. You also get +2 bonus on this roll. In addition to this, you always get an additional +1 Dodge Bonus against all attacks of opportunity.

* Wandering Soul [Racial: Halfling or Human]

Your travels around the lands far and near have taught a smattering of different tongues and customs and how to survive.

Prerequisites:INT 13, Linguistics 4 ranks, and you must be a halfling or a human
Benefit:You may take 10 on all the following skills or try them untrained, even if they're not class skills for you and even though you don't have any ranks in them (except Linguistics, in which you must have 4 ranks): Survival, Knowledge (Local), and Linguistics. You also receive +1 Competence Bonus to your skill checks with these skills.

* Fast Talker [Racial: Halfling]

You know how to distract and fool others with your quick hands and fast tongue.

Prerequisites:CHA 13, DEX 13, Bluff 4 ranks, and you must be a halfling
Benefit:Once per day, you may re-roll your Bluff or Sleight of Hand skill check, and you can keep the better of the two results. You also get +2 bonus on this roll. In addition to this, you also receive +1 Competence Bonus to your skill checks with these skills.

* Opportunist Archer [Racial: Halfling or Elf]

You know how to take advantage of surprised opponents or those who are not paying attention to you, and mercilessly pepper them with your arrows or thrown weapons.

Prerequisites:DEX 13, BAB +4, Combat Reflexes, Precise Shot, and you must be a halfling or an elf
Benefit:Whenever your any of your opponents is denied his desterity bonus in combat, you receive +2 Competence Bonus to your ranged attacks against him.

NOTE: The 'fluff' and names of these Feats are not perfect, but these *are* kind of "rough" and quickly-thought ideas... I'll polish them later, I promise! :)

Dark Archive

Two more halfling racial feats:

* CUNNING AIM [Racial: Halfling, 1st level]

Throwing and slinging stones is a universal sport among halflings, and you've practised your aim since childhood.

Prerequisites: DEX 13, and you must be a halfling
Benefit: You get +1 Racial Bonus to attack rolls with any thrown weapons you are proficient in. In addition to this once per day, you can re-roll any attack roll with any thrown weapons you are proficient in. You get +2 Bonus to this roll, and you get to pick the better result of the two rolls.
Special: You can only take this Feat at 1st level

* FORTUNE'S FAVORITE [Racial : Halfling]

The gods of fortune and luck smile on you, and you often manage to turn a desperate situation or a peril into a triumphant success.

Prerequisites: Ref save +5, and you must be a halfling
Benefit: Once per day you can reroll any saving throw, initiative or attack roll, and you may take the higher result of the two rolls. You get +2 Bonus on this roll.

Dark Archive

Alright, here's my list of updated Elven Racial Feats. I think I got a bit carried away with this, but that's why I want to hear comments for everyone! Are some of them bad? Thematically inappropriate? Just 'meh'? Clearly broken? Not in balance? Badly-written 'fluff'? Are there good ones? Etcetera. NOTE: *ALL* comments are appreciated! :)

ELVEN FEATS:
*******************

* ARMOR OF LEAVES [Racial : Elf]
You dance and flow around attacks, your sharp reflexes and natural agility unburdened by any sort of armor.

Prerequisites: DEX 13, BAB +1, and you must be an elf
Benefit: If you wear no armor, you receive +2 Dodge Bonus to your AC and +1 Bonus to your Intiative rolls.

* ARCANE CHANNELING [Racial : Elf]

You draw upon your arcane power to channel bursts of raw magical energy through your weapons.

Prerequisites: CHA 13 or INT 13, BAB +3, Arcane spellcaster 3rd level, Arcane Strike, and you must be an elf
Benefit: Whenever you use a Full Attack action in combat, you may choose to lose a memorized spell or a spell slot of any level you can cast. You can only make one attack on your highest attack bonus, but you receive +1D6 bonus per level of the spell as bonus to your damage. This damage is magical and Spell Resistance applies against it. Your weapon is treated as magical (+1/2 X times the level of the spell, max. +5) for the purpose of overcoming Damage Reduction.

* ARCANE GIFT [Racial : Elf or Human or Gnome]

You have a rare gift with arcane arts, and magic comes more easily to you than others and your spells are also slightly more powerful than usually.

Prerequisites: CHA 13 or INT 13, Arcane spellcaster 3rd level, and you must be an elf or a gnome or a human
Benefit: When you determine your spell DCs and your bonus spells for the day, your ability score (Intelligence or Charisma) is treated as being two points higher.

* CHAMPION OF THE WILDS [Racial : Elf]

You dance and flow around blows like the wind among trees, trusting in your luck and agility to shield you from harm .

Prerequisites: BAB +1, and you must be an elf
Benefit: Whenever you’re in a forest, you receive the benefit’s of the Ranger’s Favored Terrain ability, but the bonuses may never rise above +1. If you’re also a ranger and you have forests as your Favored Terrain, these bonuses stack with the bonuses from your class feature.

b]* CORELLON’S BLESSING[/b] [Racial : Elf]

Your devotion to the elven deities enables you to shield yourself with divine energy and draw strength and resolution to battle your enemies.

Prerequisites: WIS 13, Divine spellcaster 1st level, Spellcraft 4 Ranks, Martial Weapon Proficiency (Long Sword), and you must be an elf
Benefit: Whenever you cast a divine spell, which normally has the casting time of standard action, as a full-round action, you receive +1 Sacred Bonus to your AC and +1 Sacred Bonus to all your damage rolls with a long sword. This effect lasts for one round plus a number of rounds equal to your Charisma bonus.

* CORELLON’S CLOAK [Racial : Elf]

Your mastery of elven magic enables you to shield yourself with some arcane residue energy whenever you concentrate on shaping that energy into a glowing mantle around yourself.

Prerequisites: CHA 13, Spellcraft 5 Ranks, Arcane spellcaster 3rd level, and you must be an elf
Benefit: Whenever you cast a spell, which normally has the casting time of standard action, as a full-round action, you receive +1 Deflection Bonus to your AC and +1 Bonus to all your saving throws for one round plus a number of rounds equal to your Charisma bonus.

* EERIE VOICE [Racial : Elf, 1st level]

Even among the people of your wondrous race, your voice is eerily beautiful, bringing all listeners to the verge of tears.

Prerequisites: 1st level, CHA 13+, and you must be an elf
Benefit: You treat Diplomacy and Perform as class skills, and receive +2 Competence Bonus to all skill checks with these skills. Once per day, you can also reroll any Diplomacy or Perform check, and you may take the higher result of the two rolls.
Special:You can only take this feat as a 1st level character

* ELVEN BLADESONG [Racial: Elf]

You have mastered the famous Bladesong-fighting style, that few even among your long-lived race have learned.

Prerequisites: Weapon Focus (Rapier) or Weapon Focus (Long Sword), BAB +3 and you must be an elf
Benefit: You add use your INT Bonus instead of your STR Bonus to attack rolls with a rapier or a long sword.

* ELVEN SWORD DANCE [Racial: Elf]

Your mastery of the famous elven Bladesong-fighting style is peerless, as you use your agility and precision to hurt your foes instead of brute strenght.

Prerequisites: Elven Bladesong, Weapon Focus (Rapier) or Weapon Focus (Long Sword), Weapon Specialization (Rapier) or Weapon Specialization (Long Sword), BAB +5 and you must be an elf
Benefit: Whenever you use Full Attack action in combat, you add use your DEX Bonus instead of your STR Bonus to damage rolls with a rapier or a long sword.

* GRACEFUL STEP [Racial: Elf]

You are comfortable in the wilderness, moving through even the most difficult terrain with ease and grace elves are famous for.

Prerequisites: DEX 13+, and you must be an elf
Benefit: You receive +2 Racial Bonus to Stealth and +10 to your Movement Rate for calculating your daily traveling progress.

* GRACE OF THE WINDS [Racial : Elf]

You dance and flow around blows like the wind among trees, trusting in your luck and agility to shield you from harm .

Prerequisites: DEX 15, BAB +3, Armor of Leaves, and you must be an elf
Benefit: If you wear no armor, you receive +1 Luck Bonus to your AC and your movement rate is increased by 5 feet.

* INSIGHTFUL ARCHERY [Racial : Elf]

You instinctively know where and how your enemies try to dodge your well-placed arrows.

Prerequisites: DEX 15, BAB +1, Weapon Focus (Any ranged weapon except hand crossbows or crossbows), and you must be an elf
Benefit: Whenever you use a Full Attack action in combat to attack any number of enemies with a ranged weapon (other than a crossbow or a hand crossbow), you may add your Wisdom modifier instead of your Dexterity modifier to all your ranged attack rolls.

* MANTLE OF STARS [Racial : Elf]

You are able to shape residue magical energy from your spells into an eerie aura of brightly-glowing stars that shields you from harm and empowers your spells for a short while.

Prerequisites: CHA 15, Arcane spellcaster 6th level, Spellcraft 8 Ranks, Corellon’s Cloak, Spell Focus (Transmutation) and you must be an elf
Benefit: Whenever you cast a spell, which normally has the casting time of standard action, as a full-round action you receive +2 Deflection Bonus to your AC and +2 Bonus to all your saving throws for one round plus a number of rounds equal to your Charisma bonus. These bonus replace and do not stack with the bonuses from ‘Corellon’s Mantle’. In addition to this, you receive +2 Bonus to your caster level and spell DCs for one round plus a number of rounds equal to your Charisma bonus.

* NATURE’S RETRIBUTION [Racial : Elf]

You channel divine power through your weapon to harm unnatural aberrations and those creatures of nature that seek to harm you.

Prerequisites: CHA 13, BAB +5, Knowledge (Nature) 5 Ranks and Knowledge (Dungeoneering) 5 Ranks, Smite Evil class feature, and you must be an elf
Benefit: Your Smite class feature affects all creatures with the Plant type and the Aberration type, regardless whether they are evil or not.

* OPPORTUNIST ARCHER [Racial: Halfling or Elf]

You know how to take advantage of surprised opponents or those who are not paying attention to you, and mercilessly pepper them with your arrows or thrown weapons.

Prerequisites: DEX 13, BAB +4, Combat Reflexes, Precise Shot, and you must be a halfling or an elf
Benefit: Whenever your any of your opponents is denied his Dexterity bonus in combat, you receive +2 Competence Bonus to your ranged attacks against him.

* POWER OF ARROGANCE [Racial : Elf or human]

You dance and flow around blows like the wind among trees, trusting in your luck and agility to shield you from harm .

Prerequisites: CHA 15, 1st level, and you must be an elf or human
Benefit: You may add your Charisma modifier instead of your Wisdom modifier to Will saving throws. You also receive -2 penalty on all Diplomacy and Bluff rolls.
Special: You can only take this feat as a 1st level character

* RAZOR-KEEN SENSES [Racial : Elf]

You ability to perceive even the smallest details and sounds in your surroundings is uncanny even among elves.

Prerequisites: WIS 13, Perception 8 ranks, Alertness, and you must be an elf
Benefit: You may use Perception as a free action. In addition to this, once per day you may reroll any Perception check and keep the higher result of the two rolls. You also receive +2 to this roll.

* SEHANINE’S BLESSING [Racial : Elf]

Born under the fortunate stars, your arcane understanding is further improved by the blessing of the elven goddess of Magic

Prerequisites: CHA 13 or INT 13, Arcane spellcaster, and you must be an elf
Benefit: Once per day you may reroll any Knowledge (Arcana), Spellcraft or Use Magic Device skill check, and keep the better of the two results. You also receive +2 Bonus to this roll.

* SENSE THE UNSEEN [Racial : Elf]

Your senses are so honed, that you perceive the slightest sounds and movements of air, enabling you to pinpoint even invisible opponents.

Prerequisites: WIS 15, Perception 10 ranks, Blind-Fight, Razor-Keen Senses, and you must be an elf
Benefit: As a move-equivalent action, you may try an opposed Perception versus Stealth check against any invisible opponents within 10 feet radius of you. You must beat their skill checks by at least 5, or you fail to discern their locations. You also receive +1 on all attacks against opponents whose location you have discerned.

* SPELLSHATTERING SMITE [Racial : Elf]

Your natural understanding of the arcane arts enable you to channel divine power to cleave through spells as if they did not exist.

Prerequisites: CHA 13, BAB +8, Knowledge (Arcana) 5, Smite Evil class feature, and you must be an elf
Benefit: Whenever you smite, you gain for one round the ability to try to dispel any spell or a spell-like ability that targets you. Roll an opposed Caster Level Check and use your Paladin level as your caster level. If you win this check, the spell does not affect you.

* SPELLSHATTERING MANTLE [Racial : Elf]

You are able to shape residue magical energy from your spells into an eerie aura of brightly-glowing stars that shields you from harm and dispels harmful spells before dissolving.

Prerequisites: CHA 15, Arcane spellcaster 8th level, Spellcraft 10 Ranks, Corellon’s Cloak, Spell Focus (Transmutation) and you must be an elf
Benefit: Whenever you cast a spell, which normally has the casting time of standard action, as a full-round action you receive +3 Deflection Bonus to your AC and +2 Bonus to all your saving throws for one round plus a number of rounds equal to your Charisma bonus. These bonus replace and do not stack with the bonuses from ‘Corellon’s Cloak’ or ‘Mantle of Stars’. In addition to this, you may choose to dissolve your aura as a Free Action whenever you’re targeted with a spell or a spell-like ability to receive SR 10 + your arcane spellcaster level for one round. This immediately ends all the other effects of your mantle.
Special: You must have Dispel Magic as one of your known spells.

* TACTICAL SENSITIVITY [Racial : Elf or Human]

Your knowledge of tactics enable you to predict when and where your enemies try to ambush you.

Prerequisites: INT 13, BAB +1, and you must be an elf
Benefit: You may add your Intelligence modifier to your Initiative rolls instead of your Dexterity modifier.

* UNNATURAL BEAUTY [Racial : Elf, 1st level]

Even among the people of your wondrous race, you possess unearthly grace and beauty that awes all mortals who behold you.

Prerequisites: 1st level, CHA 13, and you must be an elf
Benefit: You treat Bluff, Diplomacy and Intimidate as class skills, and receive +1 Racial Bonus to all skill checks with these skills. Once per day, you can also reroll any Bluff, Diplomacy or Intimidation check, and you may take the higher result of the two rolls.
Special: You can only take this feat as a 1st level character

* UNNATURAL REFLEXES [Racial : Elf or Halfling]

Your knowledge of tactics enable you to predict when and where your enemies try to ambush you.

Prerequisites: DEX 15, REF +5, Lightning Reflexes, and you must be an elf or a halfling
Benefit: Once per day, you may reroll any Initiative roll and keep the better of the two results. In addition to this, you may also add your Reflex saving throw bonus to this roll instead of your Dexterity modifier.

* VOICE OF NATURE [Racial : Elf]
Your voice has the power over even the mindless creatures of nature.

Prerequisites: CHA 15, Perform 10 Ranks or Knowledge (Nature) 10 Ranks, Bardic Music class feature or Channel Energy class feature, and you must be an elf
Benefit: If you are a Bard, you may use your Bardic Music abilities to affect creatures with the Plant type, but they receive +5 Bonus on all their Will saving throws. If you are a Cleric, you may use your Channel Energy class feature to affect creatures with the Plant type.

Dark Archive

I notice that two Feats ('Unnatural Reflexes' and 'Tactical Sensitivity')have the same 'fluff' text, which was not my intention (that's what you get when you write stuff at 4 AM local time ;). I will correct the 'fluff' for 'Unnatural Reflexes' as soon as I can.

Shadow Lodge

I really like this idea but I think it's outside the scope of what Paizo is doing with this release. Right now from what I can tell Jason is scrambling just to meet their deadlines of getting the remainder of Core converted.

I agree that races should be differentiated by more than just a few stats on character build and a HP or two here or there for favored class. My thought was to have some bonus class abilities based on race but racial classes are good as well.

-- Dennis

Dark Archive

0gre wrote:

I really like this idea but I think it's outside the scope of what Paizo is doing with this release. Right now from what I can tell Jason is scrambling just to meet their deadlines of getting the remainder of Core converted.

I agree that races should be differentiated by more than just a few stats on character build and a HP or two here or there for favored class. My thought was to have some bonus class abilities based on race but racial classes are good as well.

-- Dennis

Hmmm... I think class abilities, thematic "stunts" and some bonuses is how I see Racial Feats ideally working. My personal design goal would be to make PCs more "self-sufficient" in terms of bonuses -- i.e. to offer each race Feats that give small bonuses that mostly overlap and do not stack with each other or "buffs". This would mean that a dwarf fighter and an elf paladin could both have, for example, (+1 or +2) dodge and resistance and morale bonuses to attack and saves and maybe even AC, which would "free" spellcasters from preparing "buffs". And additional "proto-class features" and "stunts" would make a dwarf fighter feel different (at least in certain situations) from a human or elven one. Anyway, that's how it would ideally work.

I know that Jason is too busy at the moment to design Racial Feats for Beta, but there may be some appearing in PF RPG or the Racial Gazetteers. The purpose of this thread is to make his job (hopefully) easier by offering ideas for Racial Feats, and perhaps even playest some of them (i.e. the most "promising" ones). :)

Dark Archive

Here is my updated Dwarven Racial Feat list:

DWARVEN FEATS:
******************

*ANCESTRAL HATRED [Racial: Dwarf]

Ever since the time of your ancestors first founded your clan, your people has defended their halls against hordes of monsters. Years of training and grudge-born hatred have honed your skills to employ effective combat tactics against your clan's traditional enemies.

Prerequisites: BAB +4, Solemn Hatred, and you must be a dwarf
Benefit: Your bonuses against the creature type your Ancestral Hatred applies to become +2 to melee attack rolls and +2 Dodge Bonus to your Armor Class against all creatures of this type. These bonus replace, and do not stack with, the bonuses from Ancestral Hatred. In addition to this, once per day you may re-roll a melee attack roll against the enemy your Dwarven Hatred bonus applies to, and you may take the higher result of the two rolls.

*ANCESTRAL KNOWLEDGE [Racial: Dwarf]

You have studied ancient lore under the Elders of your clan, and often your insight and training enables you to remember obscure facts about a variety of subjects.

Prerequisites: WIS 13, 4 Ranks in any Knowledge skill, and you must be a dwarf
Benefit: Once per day you reroll any Knowledge Check and choose the better of the two results. In addition to this, you may apply your Wisdom Modifier as a Bonus to this check.

* ALLIED OFFENSE [Racial: Dwarf]

You trust in your allies and fight more effectively by their side, taking advantage of as they distract your enemies.
Prerequisites: DEX 13, BAB +1, and you must be a dwarf
Benefit: Whenever you are adjacent to at least one ally and enemy in combat, you gain +1 Morale Bonus to your attacks whenever you use the Full Attack Action. If any of your allies adjacent to you is a dwarf, you get +2 Morale Bonus to your attacks.

*ARMOR SPECIALIZATION [Racial: Dwarf or Half-Orc or Human]

Your armor feels like a second skin to you in battle, and your movements are less encumbered by it than normally.

Prerequisites: BAB +1, Armor Proficiency (Light or Medium or Heavy), DEX 13, and you must be a dwarf or a half-orc or a human
Benefit: Whenever you use Full Attack Action in combat to attack any opponent, you gain +1 Armor Bonus to your AC that stacks with your Armor Bonus from any other sources. In addition to this, your Armor Check penalty is reduced by 1 whenever you wear your chosen type of armor.
Special: These benefits apply only to one type of armor (Light, Medium or Heavy) which must be chosen when you take this feat. You must be proficient with this type or armor, and if you ever lose the proficiency, you also lose the benefits from this feat.

*AXE AND SHIELD [Racial: Dwarf]

You trust in your allies and fight effectively by their side as each of you protects the others against your enemies.

Prerequisites: DEX 13, BAB +4, Deft Shield, Martial Weapon Profiency (Handaxe and Battleaxe or Dwarven Waraxe), Shield Proficiency (Buckler),Two-Weapon Fighting,and you must be a dwarf
Benefit: Whenever you are wielding a buckler and handaxe in one hand, and a dwarven waraxe or a battleaxe on your other hand, you may attack with both hands without applying the -1 penalty from the buckler to your attacks. In addition to this, whenever you’re using a Full Attack Action to attack an enemy in combat, you may choose to gain +1 Competence Bonus either to your Attack or Damage Rolls for one round.
Special:You must be using a buckler and handaxe in one hand and either a battleaxe or dwarven warxe in the other hand to gain the benefits of this feat.

*AXE DEFENDER [Racial: Dwarf]

Your mastery of dwarven battle techniques enables you to mercilessly hack at your foes, while still being able to use your axe effectively to shield yourself from their blows.

Prerequisites: DEX 13+, BAB +1, Weapon Focus (Greataxe, Battleaxe or Dwarven Waraxe), and you must be a dwarf
Benefit: Whenever you use Full Attack action in combat and you're wielding a Greataxe, Battleaxe or Dwarven Waraxe, you receive +2 Dodge Bonus to your AC for one round.
Special: You must not be using a shield or any magic item which functions as a shield to gain the benefits from this feat.

*BATTLE CHARGE [Racial: Dwarf]

Your battle-fury enables you to charge swiftly to the heart of the fray.

Prerequisites: CON 13, and you must be a dwarf
Benefit: You may move up to 60 feet as part of any Charge action, even while wearing heavy armor. You may move up to 30 feet as part of any Partial Charge action, even while wearing heavy armor.

* BATTLE-SCARRED [Racial : Dwarf or Half-Orc or Human]

Your scars tell of many battles and your ability to shrug off blows with your incredible stamina. When you enter a battle, your skin seems to be made from granite.

Prerequisites: CON 13, BAB +1, Endurance, Toughness, and you must be a dwarf or a half-orc or a human
Benefit: Whenever you use Full Attack action in combat to attack any opponent, you gain Damage Reduction 1/- for one round. This bonus stacks with Damage Reduction from any other source.

*BRUTAL CHARGE [Racial: Dwarf or Half-Orc]

With a mighty roar you charge at your enemies, using every ounce of your strength to bring them to their knees.

Prerequisites: STR 13, CON 13, BAB +2. Battle Charge, Power Attack, and you must be a dwarf
Benefit: Whenever you use a Charge or Partial Charge Action to attack an enemy, you may apply your Constitution modifier as a bonus to damage for this attack. Your enemy is also considered flat-footed against this attack, but he can still make Attack of Opportunity against you.

*BRUTAL THROW [Racial: Half-Orc or Dwarf or Human]

You hurl thrown weapons with such power that if they only hit, they shear through shields and armor with ease.

Prerequisites: STR 15, BAB +4, Power Attack, Powerful Throw, and you must be a half-orc or dwarf or human
Benefit: You may use Power Attack with thrown weapons.

*DEVASTATING THROW [Racial: Half-Orc or Dwarf or Human]

You hurl thrown weapons with such power that if they only hit, they shear through shields and armor with ease and knock back your opponents.

Prerequisites: STR 17, BAB +6, Brutal Throw, Power Attack, Powerful Throw, and you must be a half-orc or dwarf or human
Benefit: As a Standard Action you may choose to make a single ranged attack with a thrown weapon. If it hits, you may use Bull Rush as a Free Action against that opponent, and receive +2 Competence Bonus to your CMB roll for this check.

*DWARVEN TOUGHNESS [Racial: Dwarf]

Your stamina is exceptional even among the members of your resilient race.

Prerequisites: Toughness, Fort +5, and you must be a dwarf
Benefit: You gain +5 Hit Points and +2 Hit Points per level. Every time you gain a gain a level, you get +2 Hit Points. These effects replace the benefit from Toughness, and do not stack with them.

*HAMMERSMITER [Racial: Dwarf]

You know how to wield you hammer in battle to strike mighty blows when your enemies let their guard down.

Prerequisites: STR 13, CON 13, BAB +2, Power Attack, Weapon Focus (Any Medium or Large Bludgeoning Weapon), and you must be a dwarf
Benefit: Whenever you use Full Attack action in combat and you're wielding Any Medium or Large Bludgeoning Weapon, you may apply your Constitution modifier instead of your Strength modifier as a bonus to your damage rolls for one round.

*HEROIC MOMENTUM [Racial: Dwarf]

When you are injured, you manage to find hidden reserves and inspiration to turn the outcome of a desperate battle into a heroic triumph.

Prerequisites: CON 13, BAB +1, Endurance
Benefit: Whenever you have lost more than half of your total Hit Points, you receive +1 Morale Bonus to you attack, damage rolls and saving throws for the rest of the combat or until you become Dying.

*HOLD THE BRIDGE [Racial: Dwarf]

Proudly you hold the line against swarms of enemies to protect your clansmen and friends.

Prerequisites: STR 13, BAB +1, Power Attack
Benefit: Whenever you are adjacent to two or more enemies, you receive +1 Morale Bonus to you attacks for one round.

*IMPROVED TUNNELFIGHTING [Racial: Dwarf or Gnome]

You know how to fight more effectively in cramped tunnels of the Underdark, or with your back against a wall.

Prerequisites: DEX 13, BAB +4, Knowledge (Dungeoneering) 4 Ranks, Stealth 4 Ranks, Dodge, Tunnelfighting, and you must be a dwarf or a gnome
Benefit: Whenever you are fighting with your back against a wall or any other feature that counts as a wall and is at least 5 feet wide, you receive +2 Competence Bonus to your initiative rolls and +2 Dodge Bonus to your AC. In addition to this, the range of your Darkvision is increased by 10 feet and you get +1 Competence Bonus to your Knowledge (Dungeoneering) checks.

*INDOMITABLE SPIRIT [Racial: Dwarf or Half-Orc]

Your willpower and resistance to mental and physical pain are greater than those of most people, and you often shake off effects that would break lesser beings.

Prerequisites: CON 13+, BAB +1, Endurance, Iron Will, and you must be a dwarf
Benefit: You receive +1 Morale Bonus to your FORT and WILL saving throws. In addition to this, once per day you may re-roll a FORT or WILL saving throw, and you may take the higher result of the two rolls.

*INSPIRING CHARGE [Racial : Dwarf]

With a wild battle cry you hurl yourself at your enemies, inspiring your allies and clansmen with your courageous example.

Prerequisites: CON 13, CHA 13, BAB +1, Battle Charge, and you must be a dwarf
Benefit: Whenever you use a charge or partial charge action to attack your enemies, you grant yourself and all your allies within 30 foot radius +1 Morale Bonus to attacks and Fortitude and Will Saves.

*LOYAL DEFENDER [Racial: Dwarf]

You are utterly loyal to your clan and your friends, defending them to death if need be, no matter how many enemies stand in your way.

Prerequisites: STR 13+, BAB +4, Power Attack, Cleave, Hold the Bridge, and you must be a dwarf
Benefit: Whenever you are adjacent to two or more enemies, you receive +1 Morale Bonus per 4 levels (max. +5 at 20th level) to you attacks for one round. This bonus stacks with the Morale bonus from 'Hold the Bridge'.

*MASTER ARTISAN [Racial : Dwarf]

You have learned the secret techniques used by the master smiths of your clan. Given enough time, you can work wonders out of stone or steel.

Prerequisites: You must have 5 Ranks in any Craft skill related to metal or stone, and you must be a dwarf
Benefit: You may halve all the costs for creating stone or steel items (even Masterwork Items), and whenever you Take 20 on any Craft skill check related to stone or steel, you may double the Silver or Copper Piece result of your daily or weekly progress.

*POWERFUL THROW [Racial: Half-Orc or Dwarf or Human]

You use brutal strength instead of accuracy to catch your opponents with hurled weapons.

Prerequisites: STR 13, BAB +1, and you must be a half-orc or dwarf or human
Benefit: You may use your Strength modifier instead of your Dexterity modifier to attacks with thrown weapons.

*RALLYING CHARGE [Racial : Dwarf]

Your force of personality and courage in battle inspire your allies and clansmen to fight beyond all fatigue. With each battle cry and blow they gather new energy and strength to hurl back the enemy.

Prerequisites: CON 13, CHA 13, BAB +6, Battle Charge, Inspiring Charge, Leadership, and you must be a dwarf
Benefit: Whenever you use a charge or partial charge action to attack your enemies, you grant all your allies within 60 foot radius +1 Morale Bonus to attacks, damage and Fortitude and Will Saves for one round plus a number of rounds equal to your Constitution modifier. For any dwarves (yourself included) in the effect’s area this bonus increases to +3. In addition to this, you and your allies receive temporary HPs equal to half your character level.

*RELENTLESS CHARGE [Racial: Dwarf]

As you charge at your enemies, your incredible strength and battle prowess enable you to swat them down as if they were to battle-fury enables you to charge swiftly to the heart of the fray.

Prerequisites: STR 15, CON 15, BAB +6. Battle Charge, Brutal Charge, Power Attack, and you must be a dwarf
Benefit: Whenever you use a Charge or Partial Charge Action to attack an enemy, you may apply your Constitution modifier as a bonus to damage for this attack. Your enemy is also considered flat-footed against this attack, and you are not subject to Attacks of Opportunity from him against you. In addition to this, if your attack hits, you may try to trip him as if you had the Improved Trip Feat. If you have Improved Trip, you gain an additional +2 Competence Bonus to your CMB roll. Alternatively, you may try to use Overrun against him as if you had the Improved Overrun feat. If you have Improved Overrun, you gain an additional +2 Competence Bonus to your CMB roll.

*SCARS OF STONE [Racial : Dwarf or Half-Orc or Human]

Your scars tell of many battles and your ability to shrug off blows with your incredible stamina. When you enter a battle-rage, your skin almost seems to be made from granite.

Prerequisites: CON 15, BAB +4, Battle-Scarred, Endurance, Toughness, ability to rage, and you must be a dwarf or a half-orc
Benefit: Whenever you use Full Attack action in combat to attack any opponent, you can apply your Constitution modifier as a Natural Armor Bonus to your AC for one round.

*SECOND SKIN [Racial: Dwarf]

Your armor feels like a second skin to you in battle, and your natural stamina combined with your battle prowess enables you to turn dreadful blows into less serious ones.

Prerequisites: DEX 13, CON 13, INT 13, BAB +4, Armor Proficiency (Heavy Armor)),Armor Specialization (Heavy Armor), Combat Expertise, Dodge, and you must be a dwarf
Benefit: Whenever you use Combat Expertise feat in melee and you are wearing heavy armor, you gain the benefits of Light Fortification special quality against all critical hits (15% chance that they inflict normal damage instead of critical damage).
Special: These benefits apply only if you are wearing a heavy armor. You must be proficient with this type or armor, and if you ever lose the proficiency, you also lose the benefits from this feat.

*SENSE OF STONE [Racial: Dwarf or Gnome]

You have highly-attuned sensitivity to vibrations and tremors in the earth, and can perceive even unseen opponents who are standing on bare earth or stone.

Prerequisites: WIS 13, BAB +1, Perception 4 Ranks, Blind-Fight, and you must be a dwarf or a gnome
Benefit: As a Move-Equivalent Action you may roll a Perception (Touch) Check to locate accurately any enemies, even unseen and invisible ones, within 30 feet radius. A successful Skill Check grant you +2 Insight Bonus to your Initiative rolls for one round plus a number of rounds equal to your Wisdom Modifier.

*SHIELD ALLIES [Racial : Dwarf]

You trust in your allies and fight effectively by their side as each of you protects the others against your enemies.

Prerequisites: DEX 13, BAB +1, Deft Shield, Shield Proficiency, and you must be a dwarf
Benefit: Whenever you are adjacent to at least one ally and enemy in combat, as a Free Action, you may grant both an ally and yourself an additional +1 Shield Bonus to AC for one round. This bonus stack with any Shield Bonus you both may have. Alternatively, you may grant a chosen adjacent ally your shield bonus to AC as a free action for one round. This bonus may apply to only one ally who is adjacent both to you and an enemy that is adjacent to you. If that ally is a dwarf, you grant an additional +1 Shield Bonus to his AC, but not to yourself.
Special:You must be using a shield to gain the benefits of this feat.

*SHIELD EXPERT [Racial : Dwarf]

You know how to fight with your weapon and shield, and how to protect yourself even more effectively from your enemies.

Prerequisites: DEX 13, INT 13, BAB +4, Combat Expertise, Deft Shield, Shield Proficiency, Two-Weapon Fighting, and you must be a dwarf
Benefit: Whenever you use full-attack action in combat and attack both with your shield and your weapon, you gain +1 Insight Bonus to AC for one round. In addition to this, if you hit an enemy with both your shield and your weapon (you must hit the same enemy with both attacks), he must succeed in a Fortitude Save against 10 + half your Character Level + your Strength Modifer or become Dazed for one round.
Special:You must be using a shield to gain the benefits of this feat.

*SHIELD OFFENSE [Racial : Dwarf]

You know how to fight with weapon and shield, distracting your opponents with your shield to gain even greater advantage against them in combat.

Prerequisites: DEX 13, INT 13, BAB +6, Deft Shield, Improved Shield Bash, Power Attack, Shield Proficiency, Two-Weapon Fighting, and you must be a dwarf
Benefit: Whenever you use full-attack action in combat and attack both with your shield and your weapon, you get +2 Insight Bonus to all your attacks, but lose the Shield Bonus from you shield to your AC regardless of benefits from other feats (such as Improved Shield Bash).
Special:You must be using a shield to gain the benefits of this feat.

*SOLEMN HATRED [Racial : Dwarf, 1st level]

Your clan has fought many battles against their hated enemies, and your blood boils at the sight of them.

Prerequisites: 1st level, and you must be a dwarf
Benefit: Choose a creature type, such as Undead or Aberration. You receive +1 to melee attack rolls and +1 Dodge Bonus to your Armor Class against all creatures of this type.
Special:You can only take this feat as a 1st level character. This feat replaces the dwarven racial ability ‘Hatred’.

*UNYIELDING STANCE [Racial: Dwarf]

Whoever tries to rush past you in battle will notice that you are almost rooted to stone, defending your spot until all your enemies or you yourself have fallen.

Prerequisites: STR 13, CON 13, BAB +4, Combat Reflexes, Power Attack, Hold the Bridge, and you must be a dwarf
Benefit: Whenever an enemy tries to use Bull Rush or charge you or move past you in combat, you can make an immediate attack of opportunity against him as a Free Action. You receive +1 Competence Bonus to this attack. In addition to this, you can apply your Constitution modifier as a Bonus to damage for this attack. In addition to this, you receive +2 Racial Bonus to your CMB score to resist Bull Rush or Trip attempts, and if you win, your opponent is considered to be Checked.

*STEELHEART [Racial: Dwarf or Half-Orc]

Nothing can shake you and you are utterly fearless in battle.

Prerequisites: Iron Will, BAB +1, ‘Bravery’ class feature, and you must be a dwarf
Benefit: You are immune to fear effects, magical or otherwise.

*STRONG BACK [Racial: Dwarf or Half-Orc or Human]

You are proficient in carrying heavy loads on your back.

Prerequisites: STR 13, CON 13, Endurance, and you must be a dwarf or a half-orc or a human
Benefit: You may double all your Carrying Capacity limits.

*TUNNELFIGHTING [Racial: Dwarf or Gnome]

You know how to fight more effectively in cramped tunnels of the Underdark.

Prerequisites: DEX 13, BAB +1, Knowledge (Dungeoneering) 4 Ranks, Stealth 4 Ranks, Dodge, and you must be a dwarf or a gnome
Benefit: Whenever you are fighting in a tunnel or surrounded with walls on both sides in a space that is 10 feet wide at maximum, you receive +1 Competence Bonus to your initiative rolls and +1 Dodge Bonus to your AC.

Dark Archive

I'm a big fan of background feats, using the Forgotten Realms model (the Greyhawk ones featured in one issue of Dragon were also cool). This makes background feats better than normal feats, as a "reward" for the player "buying into" the campaign setting when designing the character.

Racial feats as a possible sub-set of that, but I prefer the background model.

Why should a human who has grown up as a slave in the salt mines of Kether be barred from the Tunnel Fighting feat whilst the son of the dwarven ambassador to the Court of the Scented Emperor is free to take the feat?

The feature of background feats is that they are very campaign specific. I don't know to what extent it is intended to tie Pathfinder to Golarion. Possibly it would be better including them in a Players Guide to Golarion instaed of incorporating them in the main rules.

The feats I use in my homebrew , apart from those I've stolen from elsewhere :) are as follows :-

Bowman

The subjects of X take a pride in their skill at archery, and yeomen are expected to practice with the bow in preference to other leisure time activities such as football.

Benefit – you gain martial weapon proficiency (longbow).

In addition your fighter level is considered to be equal to your character level for the purpose of qualifying for weapon specialisation, greater weapon focus, greater weapon specialisation and improved critical, but only in respect of the longbow.

You may also ignore the minimum dexterity requirements when taking feats in the point blank shot feat tree, but if you do not have the required dexterity the feat only applies to the longbow.

Note that for the purpose of this feat longbow includes composite longbows, and may also include similar weapons with which you are proficient (not including shortbows), at the DMs discretion.

Cold Tolerance

The icy cold of X can chill the warmest heart, but some of the inhabitants find they have been hardened by the experience.

Benefit – cold resistance 5 (stacks with the Improved Cold Endurance feat from Frostburn)

Weapon Student

The Confederacy of X is famous for its inhabitants’ willingness to adopt and explore new fighting techniques. Masters are happy to supply weapons of the appropriate type to their most promising students.

Benefit – choose an exotic weapon; gain proficiency with that weapon, and start play with a normal weapon of that type at no cost. The master will exchange the weapon for a masterwork weapon on payment of 150 gp (half price).

Defender

The Dwarves of the Kingdom of X renowned for their dour, defensive qualities.

Benefit – you may adopt a defensive stance 1/day as a free action (as a Dwarven Defender ). If you later adopt the Dwarven Defender prestige class, this defensive stance is in addition to those you gain from the prestige class.

Defensive stance gives you phenomenal strength and durability, but you cannot move from the spot. You gain +2 strength, +4 Constitution, a +2 resistance bonus to saving throws and a +4 dodge bonus to AC. It lasts for a number of rounds equal to your (newly improved) Constitution modifier (minimum 1 round). At the end of the defensive stance you are winded, taking –2 to Strength for the duration of the encounter.

Legion Training

All Imperial citizens are expected to serve a term of public service.

Some choose to serve in the mighty legions of the Empire, which are famous for their endurance, discipline, teamwork and courage in the face of overwhelming odds.

Benefit – provided you are within 30 feet of an ally, you gain a +4 morale bonus on saving throws verses fear. Once per day you may immediately re-roll any failed saving throw if you have an ally within 30 feet. (You must accept the result of the second roll, even if it was worse than the first one.)

If you meet the prerequisites you also gain the benefit of the Phalanx Fighting feat (Complete Warrior); if you do not meet the prerequisites for the feat, you gain instead proficiency with shortswords, javelins, light armour and shields (except tower shields).

Peasant Fighter

The peasants of X are forbidden to own or train with weapons. Some of them have secretly developed unarmed combat skills, so they are not defenceless.

Benefit – gain the Improved Unarmed Strike feat. Also, your unarmed strikes do the same damage as those of a first level monk (1d4 for Small characters, 1d6 for Medium characters and 1d8 for Large characters). Furthermore, you gain a +2 bonus to the craft or profession skill of your choice.

Touched by Coatl

The halflings of X revere the wise and powerful Coatl. The benevolence of the Coatl sometimes results in worthy individuals becoming “Touched”. Sometimes children are born “Touched”; on other occasions the Touch is received when the individual is on the brink of adulthood. It is not unknown for non-halflings to receive the Touch, provided they have been raised in halfling culture.

Some of these subsequently become Rainbow Servants.

Benefit – gain a +2 bonus to knowledge (arcana) checks; it is always a class skill. You also gain the following spell-like abilities as a 1st level caster 1/day – cure minor wounds, longstrider, speak with animals

Unfettered Mage

The Elves of X have a tradition of non-reliance on material possessions. This philosophy often extends itself to arcane spellcasters brought up in their tradition.

Benefit – the character gains the benefit of the eschew materials feat, but it is extended to remove the requirement for material components for arcane spells with a value of 100gp or less.

Wizard Schooling

Requirement – Intelligence 11+, initial character class cannot be wizard

The education offered by the various famous and prestigious colleges of magic is of a very high standard. Many minor aristocrats and wealthy merchants send their children to the colleges to be educated. Most of them lack the magical aptitude to become full blown wizards, but some of the more intelligent develop minor spell casting ability which will serve them well in later life.

Benefit – begin the game with a “spell sheet” containing 3 cantrips and 1 1st level spell. The 1st level spell, and at least 1 cantrip, must be from the school’s speciality (if any). Prepare and cast spells as a 1st level wizard, except casts 3 0 level spells and 1 1st level spell per day, which is not improved by a high intelligence. These starting spells are considered to be on the character’s “class spell list” but no additional spells can be added by any means short of a wish.

If the character subsequently takes a wizard level, the benefits of the feat are lost. However, assuming the character retains the spell sheet, he can if he wishes prepare the spells from it as if they were in his spellbook.

Liberty's Edge

I think racial feats are a great idea. I think background feats are also a great idea - for adding flavor for that particular campaign (like the Harrowed Feat for the CotCT campaign arc.)

I think that alot of these could appear in a supplement book later and the product line as a whole would benefit from these.

That all being said: I think that regional feats should also play a role - and I feel that after the Campaign Setting book comes out in August we may see some of these - or at the very least have a myriad of fluff info that can help in the design of all of these types of feats - once the audience has a better grasp of the flavor of the areas of the world.

Nonetheless, I think many of your ideas are excellent, Asgetrion, and have a lot of promise.

I will make an effort to come up with some as well, but so far, I think you're doing a good job at the very least of inpiring minds to think creatively for this purpose

Robert

Dark Archive

Robert Brambley wrote:

I think racial feats are a great idea. I think background feats are also a great idea - for adding flavor for that particular campaign (like the Harrowed Feat for the CotCT campaign arc.)

I think that alot of these could appear in a supplement book later and the product line as a whole would benefit from these.

That all being said: I think that regional feats should also play a role - and I feel that after the Campaign Setting book comes out in August we may see some of these - or at the very least have a myriad of fluff info that can help in the design of all of these types of feats - once the audience has a better grasp of the flavor of the areas of the world.

Nonetheless, I think many of your ideas are excellent, Asgetrion, and have a lot of promise.

I will make an effort to come up with some as well, but so far, I think you're doing a good job at the very least of inpiring minds to think creatively for this purpose

Robert

Thank you for your kind words! :)

I hope PF RPG includes some racial feats, but I guess we'll have more in PF Companion -- eventually for all the races. And regional feats, too. If this thread helps Jason & others even a bit, I'm happy. I hope Jason will come up background feats, also -- they'd be great.

We're going to playtest the racial feats to see what works and what doesn't -- when one guy brainstorms 30+ feats on his own, there's bound to be errors of judgement, mistakes, something that's lame, something that's too good, and so on. I have instructed my players to give me honest feedback. For example, I already suspect that 'Armor of Leaves' way too good for elven sorcerers or wizards, so I might "update" it sooner or later.

Please feel free to post your ideas, and I'll comment on them. And if you see anything that's clearly "not so good" or outright broken, please say so -- I don't mind hearing negative feedback, too! :)


Asgetrion wrote:

(*BUMP*)

No opinions/feedback at all? Anyone?

Wow! Some of these are soooo Dwarven...I am just reading this thread now, and like what I see! I like that there is a craftsman feat. They are very cool additions to rp ideas...my group tends to come up with character ideas that we have to modify feats for, and this is the sort of thing we end up with (style wise at least!).

Liberty's Edge

Mark Rennick wrote:
Asgetrion wrote:

(*BUMP*)

No opinions/feedback at all? Anyone?

Wow! Some of these are soooo Dwarven...I am just reading this thread now, and like what I see! I like that there is a craftsman feat. They are very cool additions to rp ideas...my group tends to come up with character ideas that we have to modify feats for, and this is the sort of thing we end up with (style wise at least!).

Paizo also has access to all of their past Dragon Mags - many of which contained a lot of good feats.

I don't know if they retain "ownership" of these (and their prestige classes they wrote in there) or if the ownership of these transferred to WotC when the the contract expired.

Nonetheless, there'd be a lot to draw from in those.

A good background feat or dwarven feat IMO would be the one in a dragon mag all about the various traits a crafter of arms and/or armor can put on their craft to give them a signature trait.

These were great and I use them in my campaign.

I can't remember the exact issue - but it was one of the last ones they released.

Robert

Dark Archive

Mark Rennick wrote:
Asgetrion wrote:

(*BUMP*)

No opinions/feedback at all? Anyone?

Wow! Some of these are soooo Dwarven...I am just reading this thread now, and like what I see! I like that there is a craftsman feat. They are very cool additions to rp ideas...my group tends to come up with character ideas that we have to modify feats for, and this is the sort of thing we end up with (style wise at least!).

I'm glad to hear that! I have already brainstormed several more Dwarven (and Elven, too ;) Racial Feats -- one of them is related to imbuing (temporary) runes to items and another for "grandmaster" craftsmen. :)

I'll probably post my updated halfling feat list and half-orc and human lists next week!

Dark Archive

amethal wrote:

I'm a big fan of background feats, using the Forgotten Realms model (the Greyhawk ones featured in one issue of Dragon were also cool). This makes background feats better than normal feats, as a "reward" for the player "buying into" the campaign setting when designing the character.

Racial feats as a possible sub-set of that, but I prefer the background model.

Why should a human who has grown up as a slave in the salt mines of Kether be barred from the Tunnel Fighting feat whilst the son of the dwarven ambassador to the Court of the Scented Emperor is free to take the feat?

That's a very good question, and one which I, too, have thought about. In fact, after reading your post, I had to think about it for a while and question my decision to introduce Racial Feats to my PF playtest campaign (despite the fact that my players seem to like the idea).

Here's the short answer: so that every race would feel different from each other mechanically and thematically. You see, I agree with the 4E designers that races mostly matter at 1st level, and once you've applied the racial modifications/bonuses to your skills, ability scores and features, it rarely affects you mechanically anymore. Only playing a human has any impact on your character continuously (i.e. that extra skill point at every level) -- unless, of course, you are going to pick one of the racial prestige classes or one of the all-too-few racial feats in 3E. So in 3E race become a role-playing thing after 1st level in most cases, and playing a dwarven wizard or elven wizard feel pretty much the same.

Forgotten Realms Campaign Setting, I think, was the first 3E suplement to introduce the idea of Racial/Regional Feats into the game, and sort of combined this idea: all feats had the prerequisite of either race and/or region. In theory, this sounds *great*, but in my own experience it didn't often work that well. For example, one of my PCs was a fighter/ranger who wanted to pick Twin-Sword Style (available to two regions and the drow, naturally) but couldn't pick it, because of the "you are all local boys in the Western Heartlands"-campaign thesis the DM insisted. I couldn't even train for the feat, because FRCS explicitly allowed the feats for characters only *from* the region or *of* the race. You wanted to take that 'Luck of Heroes' for your elven cleric or dwarven fighter? Can't do that, since the campaign is set in Waterdeep, and the only race allowed to pick it without meeting the regional prerequisite is the halfling. Unless you had a very lenient DM who allowed your PCs to wander from half the world away to where the campaign took place, your choice of Racial/Regional Feats was very limited and rarely fit your character concept. Besides, most of them were just "+1 to one save and +2 to one skill", excluding the few "must picks for any PC" that felt all-too-useful and even "overpowered" to the rest of them.

So, should you be allowed to pick Racial Feats freely? That would make them just "ordinary" General Feats. What if you could pick them according to your backround or culture? That, I think, is a very complicated issue which need explicit rules and/or a lot of common sense from the DM. There's no reason why your human fighter or rogue who grew up as a slave in hobgoblin mines could not pick (other than he needs to meet the other prerequisites, i.e. to have Darkvision and ranks in Knowledge (Dungeoneering)) 'Tunnelfighter', or why your orphaned human raised by elves couldn't learn elven culture and Racial Feats (like 'Armor of Leaves'). Or maybe the gnomes of Daltheron have close cultural ties to elves of the Moonhollow Forest, or humans of Gaverra live in underground cities with dwarves and therefore might be allowed to pick at least *some* dwarven feats? However, this is a bit like skating on thin ice.

Here's the thing: allowing "exceptions" like these may cause you to open a "can of worms" which may lead to a lot abuse. The first time I allowed any sort of "cross-racial" picking due to creative background story or cultural "fluff", my players would jump at the chance to introduce "orphaned at birth and raised by race X who has close ties to race Y" to get three "racial categories" from which to pick their racial stuff. And where would I draw the line? Where *could* I draw the line, if I allowed it for one PC but not the others?

My idea and "design concept/theme" was to identify each race with certain "keywords": elves are NIMBLE and DEXTROUS and known for their ARCHERY and SWORDPLAY and talent at ARCANE MAGIC and ties with NATURE. Dwarves are TOUGH and GRIM and known for their close ties to CLAN and FAMILY and their skill at BATTLE (especially with axes and all sort of combat "stunts" which employ CON and/or STR). Note: these are just a few "keywords" I "tagged" elves and dwarves with, but I think they illustrate my "design choices" for all the suggestions I posted.

Now, if you play an elven wizard, he's likely to use those 'Mantles' and/or 'Bladesong' in battle, while a dwarf wizard might have almost twice the amount of HPs thanks to 'Dwarven Toughness' and maybe even participate in melee due to having picked 'Axe Defender' and 'Battle-Scarred'. Or he might take 'Indomitable Spirit' and be nigh-immune to poisons or mind-affecting spells. Or maybe your elven wizard uses bow-related feats or ray spells with 'Opportunist Archer' and 'Cunning Aim', while a gnome wizard relies on boosting his illusion magic and stealth with the Gnome Racial Feats.

And that was my primary goal -- to make the races feel so different with Racial Feats that "complement" the abilities your race is naturally good at and known for. Sort of creating tricks/stunts that give you more options in and out of combat, and either "support" General Feats and/or offer lucrative options to "boost" your racial abilities instead of your class abilities (or even both, in some cases). And that the Racial Feats would also support and encourage role-playing, to boot.

The biggest difference to Cultural/Background Feats is that Racial Feats are a "subsystem" or "subcategory" of Feats, while the former ones actually "supercede" the Feats in the sense that you need to have General Feats categorized under them. For example, a human raised in lightless mines of the Underdark might have access to Tunnelfighting, Endurance, Skill Focus (Dungeoneering), etcetera. And that is an endless task in the sense that you just cannot prepare to every eventuality your players and can come up with -- and that means extra pre-play work during the character creation process.

So could the dwarven ambassador to the Court of the Scented Emperor pick 'Tunnelfighting' or 'Heroic Momentum'? If he meets the prerequisites, I cannot see why not, because he might be a gruff veteran fighter just as easily as being a scented "dandyish" diplomat. Unless, of course, he was born and raised in the aboveground in peaceful conditions at the Scented Emperor's city to be a diplomat, I doubt has the BAB need to pick the feat. Also note that even if he were a "dandy-ish" diplomat, his dwarven blood gives him CON +2 and 'Hatred' (i.e. racial traits/abilities) and familiarity with dwarven weapons and the ability to dodge giants -- even if he NEVER held a weapon in his life or even had *heard* of giants! Now, there's always the option to create "variations" of each race -- i.e. "Dandy Dwarf", "Warrior Dwarf", "Craftsman Dwarf", etcetera. But that would require a book of its own for each race, and still add almost nothing to the game except maybe from a "simulationist's" perspective. And there are many games more suited to a simulationist anyway. So is the added complexity worth it -- from an "average" D&D fan's perspective? I personally doubt it.

I hope this clarifies my point why I'm pretty much against "free picks" from other Racial Feats or making them Cultural/Background-related -- unless there's a very good "classification system" in use. But that would probably need a lot more "subject headings" or "keywords" and explicit classification and format like 4E is using now -- and that would add an extra layer of complexity to the game, most likely.

Anyway, *very* good question and hopefully my reply made some sense -- at least from my own perspective. :)

Dark Archive

amethal wrote:

I'm a big fan of background feats, using the Forgotten Realms model (the Greyhawk ones featured in one issue of Dragon were also cool). This makes background feats better than normal feats, as a "reward" for the player "buying into" the campaign setting when designing the character.

Racial feats as a possible sub-set of that, but I prefer the background model.

Why should a human who has grown up as a slave in the salt mines of Kether be barred from the Tunnel Fighting feat whilst the son of the dwarven ambassador to the Court of the Scented Emperor is free to take the feat?

The feature of background feats is that they are very campaign specific. I don't know to what extent it is intended to tie Pathfinder to Golarion. Possibly it would be better including them in a Players Guide to Golarion instaed of incorporating them in the main rules.

The feats I use in my homebrew , apart from those I've stolen from elsewhere :) are as follows :-

Bowman

The subjects of X take a pride in their skill at archery, and yeomen are expected to practice with the bow in preference to other leisure time activities such as football.

Benefit – you gain martial weapon proficiency (longbow).

In addition your fighter level is considered to be equal to your character level for the purpose of qualifying for weapon specialisation, greater weapon focus, greater weapon specialisation and improved critical, but only in respect of the longbow.

You may also ignore the minimum dexterity requirements when taking feats in the point blank shot feat tree, but if you do not have the required dexterity the feat only applies to the longbow.

Note that for the purpose of this feat longbow includes composite longbows, and may also include similar weapons with which you are proficient (not including shortbows), at the DMs discretion.

Cold Tolerance

The icy cold of X can chill the warmest heart, but some of the inhabitants find they have been hardened by the experience.

Benefit – cold resistance 5 (stacks...

Some comments on your Feats -- first of all, please stick to the "unified" format (i.e. which I have used) to make it easier for everyone (Paizo Staffers included ;) to read the suggestions. It may seem nit-picking, but it's way easier to read/analyze them that way.

Secondly, you have nice ideas there, but some of them are too "campaign-specific" for me to use -- for example, my setting (or FR, which I also use) does not have halflings allied to the Couatl, so that would require me to "tweak" that feat quite a bit.

Thirdly, some of them might be easily abused, like the 'Bowman'. Put an "average" score in DEX and you still get to pick those bow feats for your elven cleric with high STR and WIS.

But there are good ones there, like 'Cold Tolerance' and the 'Bowman' (if you "tweak" it a bit :).

Dark Archive

Here's my updated Dwarven Racial Feats before first playtest session :)

DWARVEN FEATS:
******************

*ANCESTRAL HATRED [Racial: Dwarf]

Ever since the time of your ancestors first founded your clan, your people has defended their halls against hordes of monsters. Years of training and grudge-born hatred have honed your skills to employ effective combat tactics against your clan's traditional enemies.

Prerequisites: BAB +4, Solemn Hatred, and you must be a dwarf
Benefit: Your bonuses against the creature type your Ancestral Hatred applies to become +2 to melee attack rolls and +2 Dodge Bonus to your Armor Class against all creatures of this type. These bonus replace, and do not stack with, the bonuses from Ancestral Hatred. In addition to this, once per day you may re-roll a melee attack roll against the enemy your Dwarven Hatred bonus applies to, and you may take the higher result of the two rolls.

*ANCESTRAL KNOWLEDGE [Racial: Dwarf]

You have studied ancient lore under the Elders of your clan, and often your insight and training enables you to remember obscure facts about a variety of subjects.

Prerequisites: WIS 13, 4 Ranks in any Knowledge skill, and you must be a dwarf
Benefit: Once per day you reroll any Knowledge Check and choose the better of the two results. In addition to this, you may apply your Wisdom Modifier as a Bonus to this check.

* ALLIED TACTICS [Racial: Dwarf]

You trust in your allies and fight more effectively by their side, taking advantage of as they distract your enemies.

Prerequisites: DEX 13, BAB +1, and you must be a dwarf
Benefit: Whenever you are adjacent to at least one ally and enemy in combat, you gain +1 Morale Bonus to your attacks whenever you use the Full Attack Action. If any of your allies adjacent to you is a dwarf, you get +2 Morale Bonus to your attacks.

*ANVIL OF ECHOES [Racial: Dwarf]

You bang your shield and weapons together as you raise your voice in a dwarven battle prayer, bringing forth a tremendous chorus of vibrating echoes to damage your enemies.

Prerequisites: CHA 13, WIS 13, BAB +5, Intimidate 4 Ranks, Spellcraft 4 Ranks, Anvil of Terror, Ability to channel divine energy, Divine Spellcaster 5th level, and you must be a dwarf
Benefit: Once per day, if you are wielding a shield and weapon or two weapons, you may choose to spend one of your Channel energy uses for the day to channel Sonic damage instead of healing your allies. This counts as sonic energy attack (Fortitude negates; Saving Throw DC 10 + your Charisma Modifier + Half your Caster Level) with the burst radius of 20 ft.
Special:You must be wielding a shield and a weapon or two weapons to gain the benefits of this feat.

*ANVIL OF TERROR [Racial: Dwarf]

You strike your shield and weapons together as you raise your voice in a dwarven battle song, inducing fear and doubt into the hearts of your enemies.

Prerequisites: CHA 13, BAB +1, Intimidate 4 Ranks, and you must be a dwarf
Benefit: Whenever you are wielding a shield and weapon or two weapons, you may use Move-Equivalent Action to bang them together, granting all intelligent (INT 3 or higher) enemies -1 Morale Penalty to their attack rolls against you for one round. This action does not provoke Attacks of Opportunity from enemies that threaten you. You cannot cast spells while gaining the benefits from this feat.
Special:You must be wielding a shield and a weapon or two weapons to gain the benefits of this feat.

*ARMOR SPECIALIZATION [Racial: Dwarf or Half-Orc or Human]

Your armor feels like a second skin to you in battle, and your movements are less encumbered by it than normally.

Prerequisites: BAB +1, Armor Proficiency (Light or Medium or Heavy), DEX 13, and you must be a dwarf or a half-orc or a human
Benefit: Whenever you use Full Attack Action in combat to attack any opponent, you gain +1 Armor Bonus to your AC that stacks with your Armor Bonus from any other sources. In addition to this, your Armor Check penalty is reduced by 1 whenever you wear your chosen type of armor.
Special: These benefits apply only to one type of armor (Light, Medium or Heavy) which must be chosen when you take this feat. You must be proficient with this type or armor, and if you ever lose the proficiency, you also lose the benefits from this feat. You must also wear any armor of that type to gain the benefits of this feats.

*AXE AND SHIELD [Racial: Dwarf]

You trust in your allies and fight effectively by their side as each of you protects the others against your enemies.

Prerequisites: DEX 13, BAB +4, Deft Shield, Martial Weapon Profiency (Handaxe and Battleaxe or Dwarven Waraxe), Shield Proficiency (Buckler),Two-Weapon Fighting,and you must be a dwarf
Benefit: Whenever you are wielding a buckler and handaxe in one hand, and a dwarven waraxe or a battleaxe on your other hand, you may attack with both hands without applying the -1 penalty from the buckler to your attacks. In addition to this, whenever you’re using a Full Attack Action to attack an enemy in combat, you may choose to gain +1 Competence Bonus either to your Attack or Damage Rolls for one round.
Special:You must be using a buckler and handaxe in one hand and either a battleaxe or dwarven warxe in the other hand to gain the benefits of this feat.

*AXE DEFENDER [Racial: Dwarf]

You spin your axe so fast, that you are virtually impossible to hit as you parry blows and use well-timed ripostes to bring your foes down.

Prerequisites: DEX 13, INT 13, BAB +3, Combat Expertise, Deft Axe, Weapon Focus (Greataxe, Battleaxe or Dwarven Waraxe), and you must be a dwarf
Benefit: Whenever you use Full Attack action in melee combat and you're wielding a Greataxe, Battleaxe or Dwarven Waraxe, and if you’re using Combat Expertise against any opponent, you receive +3 Dodge Bonus to your AC and +1 Luck Bonus to your Reflex Saving Throws for one round. This bonus overlaps and does not stack with the benefits from Deft Axe.
Special: You must not be using a shield or any magic item which functions as a shield to gain the benefits from this feat. You must also be wielding a Greataxe, Battleaxe or Dwarven Waraxe to gain the benefits from this feat.

* BATTLE-SCARRED [Racial : Dwarf or Half-Orc or Human]

Your scars tell of many battles and your ability to shrug off blows with your incredible stamina. When you enter a battle, your skin seems to be made from granite.

Prerequisites: CON 13, BAB +1, Endurance, Toughness, and you must be a dwarf or a half-orc or a human
Benefit: Whenever you use Full Attack action in melee combat to attack any opponent, you gain Damage Reduction 1/- for one round. This bonus stacks with Damage Reduction from any other source.

*BRUTAL CHARGE [Racial: Dwarf or Half-Orc]

With a mighty roar you charge at your enemies, using every ounce of your strength to bring them to their knees.

Prerequisites: STR 13, CON 13, BAB +2, Battle Charge, Power Attack, and you must be a dwarf
Benefit: Whenever you use a Charge or Partial Charge Action to attack an enemy, you may apply your Constitution modifier as a bonus to damage for this attack. Your enemy is also considered flat-footed against this attack, but he can still make Attack of Opportunity against you.

*BRUTAL THROW [Racial: Dwarf or Half-Orc or Human]

You hurl thrown weapons with such power that if they only hit, they shear through shields and armor with ease.

Prerequisites: STR 15, BAB +4, Power Attack, Powerful Throw, and you must be a half-orc or dwarf or human
Benefit: You may use Power Attack with thrown weapons.

*BULWARK OF STONE [Racial: Dwarf]

Whoever tries to rush past you in battle will notice that you are almost rooted to stone, defending your spot until all your enemies or you yourself have fallen.

Prerequisites: STR 13, CON 13, BAB +4, Combat Reflexes, Power Attack, Hold the Bridge, and you must be a dwarf
Benefit: Whenever an enemy tries to use Bull Rush or charge you or move past you in combat, you can make an immediate attack of opportunity against him as a Free Action. You receive +1 Competence Bonus to this attack. In addition to this, you can apply your Constitution modifier as a Bonus to damage for this attack. In addition to this, you receive +2 Racial Bonus to your CMB score to resist Bull Rush or Trip attempts, and if you win, your opponent is considered to be Checked.

*CALL TO BATTLE [Racial: Dwarf]

When weapons are drawn and the horns call to battle, your body surges with adrenaline and few others are as eager as you to join the fight.

Prerequisites: CON 13, BAB +1, and you must be a dwarf
Benefit: Once per day you may use your Constitution modifier instead of your Dexterity modifier as a bonus to your Initiative. In addition to this, when you use this benefit, you get a +1 Bonus to your Initiative and all melee attacks for one round.

*DEFT AXE [Racial: Dwarf]

Your intensive training with your axe enables you to mercilessly hack at your foes, while still being able to use your axe effectively to parry shield yourself from their blows.

Prerequisites: DEX 13, BAB +1, Weapon Focus (Greataxe, Battleaxe or Dwarven Waraxe), and you must be a dwarf
Benefit: Whenever you use Full Attack action in combat and you're wielding a Greataxe, Battleaxe or Dwarven Waraxe, you receive +2 Dodge Bonus to your AC for one round.
Special: You must not be using a shield or any magic item which functions as a shield to gain the benefits from this feat. You must also be wielding a Greataxe, Battleaxe or Dwarven Waraxe to gain the benefits from this feat.

*DEVASTATING THROW [Racial: Half-Orc or Dwarf or Human]

You hurl thrown weapons with such power that if they only hit, they shear through shields and armor with ease and knock back your opponents.

Prerequisites: STR 17, BAB +6, Brutal Throw, Power Attack, Powerful Throw, and you must be a half-orc or dwarf or human
Benefit: As a Standard Action you may choose to make a single ranged attack with a thrown weapon. If it hits, you may use Bull Rush as a Free Action against that opponent, and receive +2 Competence Bonus to your CMB roll for this check.

*DRAGON’S HEART [Racial: Dwarf]

With a mighty roar, you land a blow on your enemy, drawing more energy and adrenaline from it.

Prerequisites: CON 15, BAB +3, Great Fortitude, Power Attack, Toughness, and you must be a dwarf
Benefit: Once per day when you successfully hit an opponent with any melee attack, you may gain Temporary Hit Points equal to the number of 5 + your Character Level. All damage is first deduced from these Temporary Hit Points, and they last to the number of rounds equal to 1 plus your Constitution Modifier.

*DWARVEN TOUGHNESS [Racial: Dwarf]

Your stamina is exceptional even among the members of your resilient race.

Prerequisites: Toughness, Fort +5, and you must be a dwarf
Benefit: You gain +5 Hit Points and +2 Hit Points per level. Every time you gain a gain a level, you get +2 Hit Points. These effects replace the benefit from Toughness, and do not stack with them.

*EARTH’S BANE [Racial: Dwarf]

Your experience at forging items out of steel and stone gives you the knowledge how to find the weakest spots in any creatures made of them.

Prerequisites: STR 13, WIS 13, BAB +6, Craft (Weaponsmithing, Armorsmithing or Blacksmithing) 4 Ranks, Earth’s Foe, Power Attack, Weapon Focus (Any Medium or Large Bludgeoning Weapon), and you must be a dwarf
Benefit: Whenever you use Full Attack action in combat against a creature which has the descriptor Earth or Construct, and, you receive +1 Bonus to your attack rolls and +2D6 to your damage rolls for one round with any Medium or Large Bludgeoning Weapon.

*EARTH’S FOE [Racial: Dwarf]

Your experience at forging items out of steel and stone gives you the knowledge how to fight creatures made of them more effectively.

Prerequisites: STR 13, WIS 13, BAB +2, Craft (Weaponsmithing, Armorsmithing or Blacksmithing) 4 Ranks, Power Attack, and you must be a dwarf
Benefit: Whenever you use Full Attack action in combat against a creature which has the descriptor Earth or Construct, and, you may apply your Wisdom modifier to all your damage rolls for one round with any Medium or Large Bludgeoning Weapon.

*GREATER WEAPON TRAINING [Racial: Dwarf]

Your mastery of the traditional dwarven weapons enables you to strike accurate and devastating blows.
Prerequisites: STR 15, BAB +8, Improved Weapon Training, Weapon Focus (any dwarven weapon), and you must be a dwarf
Benefit: You gain the benefits of Improved Critical feat with all dwarven weapons. This benefit does not stack with the benefits from the Improved Critical feat. In addition to this, once per day you may reroll any confirmation roll for a critical hit with any dwarven weapon, and you get to choose the better of the two results. In addition to this, you receive +2 Bonus to this roll.

*GUARDIAN’S STANCE [Racial: Dwarf]

Like your heroic ancestors, you proudly defend your clan against all enemies. When you assume a defensive stance, you cannot be moved or forced to retreat.

Prerequisites: CON 13, WIS 13, BAB +3, Hold the Bridge, Power Attack, and you must be a dwarf
Benefit: Whenever you are adjacent to two or more enemies and you’re wielding a melee weapon, you may use a Move-Equivalent Action to assume a stance which grants you +1 Dodge Bonus to your AC, +2 Morale Bonus to your damage rolls, and +1 Resistance Bonus to all your Saving Throws for one round. In addition to this, you receive +4 Competence Bonus to all CMB rolls against you.

*HAMMER OF DOOM [Racial: Dwarf]

In the throes of true battle-rage, you strike your hammer down with terrible, unearthly force.
Prerequisites: STR 15, CON 15, BAB +8, Intimidate 8 Ranks, Power Attack, Hammersmiter, Weapon Focus (Any Medium or Large Bludgeoning Weapon), Ability to Rage, and you must be a dwarf
Benefit: Once per day when you are raging and you are wielding a medium-sized or large bludgeoning weapon, you may choose to apply the effects of a Shatter-spell to one of your attacks (Fortitude ow Will Saving Throw, DC 10 + your Strength modifier + half your character level). In addition to this, you may choose to have the benefits of the Improved Sunder –feat apply to this attack.
Special:You must be wielding a Medium or Large Bludgeoning Weapon to gain the benefits of this feat.

*HAMMERSMITER [Racial: Dwarf]

You know how to wield you hammer in battle to strike mighty blows when your enemies let their guard down.

Prerequisites: STR 13, CON 13, BAB +2, Power Attack, Weapon Focus (Any Medium or Large Bludgeoning Weapon), and you must be a dwarf
Benefit: Whenever you use Full Attack action in combat and you're wielding Any Medium or Large Bludgeoning Weapon, you may apply your Constitution modifier instead of your Strength modifier as a bonus to your damage rolls for one round.

*HEROIC MOMENTUM [Racial: Dwarf or Half-Orc or Human]

When you are injured, you manage to find hidden reserves and inspiration to turn the outcome of a desperate battle into a heroic triumph.

Prerequisites: CON 13, BAB +1, Endurance, and you must be a dwarf, half-orc or human
Benefit: Whenever you have lost more than half of your total Hit Points, you receive +1 Morale Bonus to you attack, damage rolls and saving throws for the rest of the combat or until you become Dying.

*HEROIC STAMINA [Racial: Dwarf or Half-Orc or Human]

You are proficient in carrying heavy loads on your back and your great stamina often surprises others.

Prerequisites: STR 13, CON 13, Endurance, and you must be a dwarf or a half-orc or a human
Benefit: You may double all your Carrying Capacity limits. In addition to this, once per day you may reroll any Constitution check or Fortitude Saving Throw and take the better result of the two rolls. You also gain +1 Bonus to this roll.

*HOLD THE BRIDGE [Racial: Dwarf]

Proudly you hold the line against swarms of enemies to protect your clansmen and friends.

Prerequisites: STR 13, BAB +1, Power Attack
Benefit: Whenever you are adjacent to two or more enemies, you receive +1 Morale Bonus to you attacks for one round.

*IMPROVED TUNNELFIGHTING [Racial: Dwarf or Gnome]

You know how to fight more effectively in cramped tunnels of the Underdark, or with your back against a wall.

Prerequisites: DEX 13, BAB +4, Knowledge (Dungeoneering) 4 Ranks, Stealth 4 Ranks, Dodge, Tunnelfighting, and you must be a dwarf or a gnome
Benefit: Whenever you are fighting with your back against a wall or any other feature that counts as a wall and is at least 5 feet wide, you receive +2 Competence Bonus to your initiative rolls and +2 Dodge Bonus to your AC. In addition to this, the range of your Darkvision is increased by 10 feet and you get +1 Competence Bonus to your Knowledge (Dungeoneering) checks.

*IMPROVED WEAPON TRAINING [Racial: Dwarf]

You have taken extensive training with traditional dwarven weapons, and you know how to wield them better than most.

Prerequisites: STR 13, BAB +1, and you must be a dwarf
Benefit: You treat all dwarven weapons as simple weapons. In addition to this, once per day you may reroll any attack roll you make with any of them in combat, and you get to choose the better of the two results. In addition to this, you receive +1 Bonus to this roll.

*INDOMITABLE SPIRIT [Racial: Dwarf or Half-Orc]

Your willpower and resistance to mental and physical pain are greater than those of most people, and you often shake off effects that would break lesser beings.

Prerequisites: CON 13, BAB +1, Endurance, Iron Will, and you must be a dwarf or a half-orc
Benefit: You receive +1 Morale Bonus to your FORT and WILL saving throws. In addition to this, once per day you may re-roll a FORT or WILL saving throw, and you may take the higher result of the two rolls. In addition to this, you receive a +2 Bonus to this roll.

*INSIGHTFUL SHIELD [Racial : Dwarf]

You know how to fight with your weapon and shield, and how to protect yourself even more effectively from your enemies.

Prerequisites: DEX 13, WIS 13, BAB +6, Combat Expertise, Deft Shield, Shield Proficiency, and you must be a dwarf
Benefit: Whenever you use Combat Expertise in melee combat, you may add your Wisdom Bonus to your AC as Shield Bonus which stacks with any other Shield Bonuses you may have. You must take at least -1 penalty to your attacks with Combat Expertise to receive this bonus.
Special: You must be using a shield to gain the benefits of this feat.

*INSPIRING CHARGE [Racial : Dwarf]

With a wild battle cry you hurl yourself at your enemies, inspiring your allies and clansmen with your courageous example.

Prerequisites: CON 13, CHA 13, BAB +1, Battle Charge, and you must be a dwarf
Benefit: Whenever you use a charge or partial charge action to attack your enemies, you grant yourself and all your allies within 30 foot radius +1 Morale Bonus to attacks and Fortitude and Will Saves.

*IRON SOUL [Racial: Dwarf]

You are not afraid of dying, and willpower and resistance to mental and physical pain are greater than those of most people, and you often shake off effects that would break lesser beings.

Prerequisites: CON 13, WIS 13, Endurance, and you must be a dwarf
Benefit: You receive a +4 Morale Bonus to your Fortitude saving throws against Death effects and to all attacks which result in you gaining negative levels. In addition to this, you get +2 Morale Bonus to your rolls to remove negative levels. Once per day you may also reroll any Fortitude Saving throw, and you may take the higher result of the two rolls. In addition to this, you receive a +1 Bonus to this roll.

*LION’S COURAGE [Racial: Dwarf or Half-Orc]

Nothing can shake you and you are utterly fearless in battle.

Prerequisites: Iron Will, BAB +1, ‘Bravery’ class feature, and you must be a dwarf
Benefit: You are immune to fear effects, magical or otherwise.

*LOYAL DEFENDER [Racial: Dwarf]

You are utterly loyal to your clan and your friends, defending them to death if need be, no matter how many enemies stand in your way.

Prerequisites: STR 13+, BAB +4, Power Attack, Cleave, Hold the Bridge, and you must be a dwarf
Benefit: Whenever you are adjacent to two or more enemies, you receive +1 Morale Bonus per 4 levels (max. +5 at 20th level) to you attacks for one round. This bonus stacks with the Morale bonus from 'Hold the Bridge'.

*MASTER ARTISAN [Racial : Dwarf]

You have learned the secret techniques used by the master smiths of your clan. Given enough time, you can work wonders out of stone or steel.

Prerequisites: INT 13, 4 Ranks in Craft (Armorsmithing, Weaponsmithing or Blacksmithing), and you must be a dwarf
Benefit: You may halve all the costs for creating stone or steel items (even Masterwork Items), and whenever you Take 20 on any Craft skill check related to stone or steel, you may double the Silver or Copper Piece result of your daily or weekly progress.

*MORADIN’S FAVOR [Racial : Dwarf]

The Father of All Dwarves has blessed you with a more easy-going and social nature, and you get along with the other races better than most dwarves do. You also wield great prestige among your own kind.
Prerequisites: CHA 13, and you must be a dwarf
Benefit: You may treat all Charsima-based skills as class skills, and receive +2 Sacred Bonus to your skills checks and Charisma checks against non-dwarven intelligent beings. This bonus raises to +4 with any dwarves.

*POWERFUL THROW [Racial: Half-Orc or Dwarf or Human]

You use brutal strength instead of accuracy to catch your opponents with hurled weapons.

Prerequisites: STR 13, BAB +1, and you must be a half-orc or dwarf or human
Benefit: You may use your Strength modifier instead of your Dexterity modifier to attacks with thrown weapons.

*RALLYING CHARGE [Racial : Dwarf]

Your force of personality and courage in battle inspire your allies and clansmen to fight beyond all fatigue. With each battle cry and blow they gather new energy and strength to hurl back the enemy.

Prerequisites: CON 13, CHA 13, BAB +6, Battle Charge, Inspiring Charge, Leadership, and you must be a dwarf
Benefit: Whenever you use a charge or partial charge action to attack your enemies, you grant all your allies within 60 foot radius +1 Morale Bonus to attacks, damage and Fortitude and Will Saves for one round plus a number of rounds equal to your Constitution modifier. For any dwarves (yourself included) in the effect’s area this bonus increases to +3. In addition to this, you and your allies receive temporary HPs equal to half your character level.

*RELENTLESS CHARGE [Racial: Dwarf]

As you charge at your enemies, your incredible strength and battle prowess enable you to swat them down as if they were to battle-fury enables you to charge swiftly to the heart of the fray.

Prerequisites: STR 15, CON 15, BAB +6. Battle Charge, Brutal Charge, Power Attack, and you must be a dwarf
Benefit: Whenever you use a Charge or Partial Charge Action to attack an enemy, you may apply your Constitution modifier as a bonus to damage for this attack. Your enemy is also considered flat-footed against this attack, and you are not subject to Attacks of Opportunity from him against you. In addition to this, if your attack hits, you may try to trip him as if you had the Improved Trip Feat. If you have Improved Trip, you gain an additional +2 Competence Bonus to your CMB roll. Alternatively, you may try to use Overrun against him as if you had the Improved Overrun feat. If you have Improved Overrun, you gain an additional +2 Competence Bonus to your CMB roll.

*SCARS OF THE MOUNTAIN [Racial : Dwarf or Half-Orc or Human]

Your scars tell of many battles and your ability to shrug off blows with your incredible stamina. When you enter a battle-rage, your skin almost seems to be made from granite.

Prerequisites: CON 15, BAB +4, Battle-Scarred, Endurance, Toughness, ability to rage, and you must be a dwarf or a half-orc
Benefit: Whenever you use Full Attack action in combat to attack any opponent, you can apply your Constitution modifier as a Natural Armor Bonus to your AC for one round.

*SECOND SKIN [Racial: Dwarf]

Your armor feels like a second skin to you in battle, and your natural stamina combined with your battle prowess enables you to turn dreadful blows into less serious ones.

Prerequisites: DEX 13, CON 13, INT 13, BAB +4, Armor Proficiency (Heavy Armor)),Armor Specialization (Heavy Armor), Combat Expertise, Dodge, and you must be a dwarf
Benefit: Whenever you use Combat Expertise feat in melee and you are wearing heavy armor, you gain the benefits of Light Fortification special quality against all critical hits (15% chance that they inflict normal damage instead of critical damage).
Special: These benefits apply only if you are wearing a heavy armor. You must be proficient with this type or armor, and if you ever lose the proficiency, you also lose the benefits from this feat.

*SENSE OF STONE [Racial: Dwarf or Gnome]

You have highly-attuned sensitivity to vibrations and tremors in the earth, and can perceive even unseen opponents who are standing on bare earth or stone.

Prerequisites: WIS 13, BAB +1, Perception 4 Ranks, Blind-Fight, and you must be a dwarf or a gnome
Benefit: As a Move-Equivalent Action you may roll a Perception (Touch) Check to locate accurately any enemies, even unseen and invisible ones, within 30 feet radius. A successful Skill Check grant you +2 Insight Bonus to your Initiative rolls for one round plus a number of rounds equal to your Wisdom Modifier.

*SHIELD ALLIES [Racial : Dwarf]

You trust in your allies and fight effectively by their side as each of you protects the others against your enemies.

Prerequisites: DEX 13, BAB +1, Deft Shield, Shield Proficiency, and you must be a dwarf
Benefit: Whenever you are adjacent to at least one ally and enemy in combat, as a Free Action, you may grant both an ally and yourself an additional +1 Shield Bonus to AC for one round. This bonus stack with any Shield Bonus you both may have. Alternatively, you may grant a chosen adjacent ally your shield bonus to AC as a free action for one round. This bonus may apply to only one ally who is adjacent both to you and an enemy that is adjacent to you. If that ally is a dwarf, you grant an additional +1 Shield Bonus to his AC, but not to yourself.
Special:You must be using a shield to gain the benefits of this feat.

*SHIELDED CASTING [Racial : Dwarf]

You know how to protect yourself with your shield without giving your opponents any advantage in combat while you’re uttering a prayer to your deity.

Prerequisites: DEX 13, WIS 13, BAB +4, Divine Spellcaster 3rd level, Improved Shield Bash, Shield Proficiency, Concentration or Spellcraft 8 Ranks, and you must be a dwarf
Benefit: Whenever you cast a spell in combat while wielding a shield in either hand, you do not grant any Attacks of Opportunity to your opponents.
Special:You must be using a shield to gain the benefits of this feat.

*SHIELD EXPERT [Racial : Dwarf]

You know how to fight with your weapon and shield, and how to protect yourself even more effectively from your enemies.

Prerequisites: DEX 13, INT 13, BAB +4, Combat Expertise, Deft Shield, Shield Proficiency, Two-Weapon Fighting, and you must be a dwarf
Benefit: Whenever you use full-attack action in combat and attack both with your shield and your weapon, you gain +1 Insight Bonus to AC for one round. In addition to this, if you hit an enemy with both your shield and your weapon (you must hit the same enemy with both attacks), he must succeed in a Fortitude Save against 10 + half your Character Level + your Strength Modifer or become Dazed for one round.
Special:You must be using a shield to gain the benefits of this feat.

*SHIELD OFFENSE [Racial : Dwarf]

You know how to fight with weapon and shield, distracting your opponents with your shield to gain even greater advantage against them in combat.

Prerequisites: DEX 13, INT 13, BAB +6, Deft Shield, Improved Shield Bash, Power Attack, Shield Proficiency, Two-Weapon Fighting, and you must be a dwarf
Benefit: Whenever you use full-attack action in combat and attack both with your shield and your weapon, you get +2 Insight Bonus to all your attacks, but lose the Shield Bonus from you shield to your AC regardless of benefits from other feats (such as Improved Shield Bash).
Special:You must be using a shield to gain the benefits of this feat.

*SOLEMN HATRED [Racial : Dwarf, 1st level]

Your clan has fought many battles against their hated enemies, and your blood boils at the sight of them.

Prerequisites: 1st level, and you must be a dwarf
Benefit: Choose a creature type, such as Undead or Aberration. You receive +1 to melee attack rolls and +1 Dodge Bonus to your Armor Class against all creatures of this type.
Special:You can only take this feat as a 1st level character. This feat replaces the dwarven racial ability ‘Hatred’.

*SWIFT CHARGE [Racial: Dwarf]

Your battle-fury enables you to charge swiftly to the heart of the fray.

Prerequisites: CON 13, and you must be a dwarf
Benefit: You may move up to 60 feet as part of any Charge action, even while wearing heavy armor. You may move up to 30 feet as part of any Partial Charge action, even while wearing heavy armor.

*TUNNELFIGHTING [Racial: Dwarf or Gnome]

You know how to fight more effectively in cramped tunnels of the Underdark.

Prerequisites: DEX 13, BAB +1, Knowledge (Dungeoneering) 4 Ranks, Stealth 4 Ranks, Dodge, and you must be a dwarf or a gnome
Benefit: Whenever you are fighting in a tunnel or surrounded with walls on both sides in a space that is 10 feet wide at maximum, you receive +1 Competence Bonus to your initiative rolls and +1 Dodge Bonus to your AC.

*WARDING SHIELD [Racial : Dwarf]

You know how to protect yourself with your shield very effectively in combat, enabling you to evade spells and vreath weapons that may target you.

Prerequisites: DEX 13, INT 13, BAB +3, Combat Expertise, Deft Shield, Shield Proficiency, and you must be a dwarf
Benefit: Whenever you use full-attack action in melee combat and any opponent attack with your weapon, you get to apply your Shield Bonus to also your Touch AC and Reflex Saving Throws.
Special:You must be using a shield to gain the benefits of this feat.

Dark Archive

And here are my updated Elven Racial Feats:

ELVEN FEATS:
*******************

*ACROBATIC CHARGE [Racial: Halfling or Elf]

Your natural dexterity lets you scale difficult surfaces with ease.

Prerequisites: DEX 13, Acrobatics 4 Ranks, Dodge, and you must be a halfling or an elf
Benefit: Whenever you use a Charge or Partial Charge action to attack an enemy in combat, you receive no penalty to your AC for charging. In addition to this, you only receive a +1 Bonus to your attack roll instead of the normal +2 Bonus for charging.

*ADEPT IMPROVISER [Racial : Elf or Human, 1st Level]

You have picked up a little of many skills during your life, and know how to improvise in every situation with the materials at hand.

Prerequisites: INT 13, and you must be an elf or a human, and you must be 1st level
Benefit: You receive +1 Competence Bonus to all your skill checks with skills you have no ranks in and which are not class-exclusive skills to you. You lose this bonus to all skills you put ranks into.

Special:You can only take this feat as a 1st level character.

*ARCANE BOND MASTERY [Racial : Elf or Gnome]

Your connection to magic and the world of the supernatural is deeper than most wizards ever achieve during their lives.

Prerequisites: INT 17, Improved Arcane Bond, Skill Focus (Knowledge Arcana), Ability to choose Arcane Bond, Arcane Spellcaster 5th level, and you must be an elf or a gnome
Benefit: If you have chosen an object as the target of your Arcane Bond ability, whenever you memorize a spell while wielding this object, you may apply Metamagic Feats to these spells as if they were one level cheaper than they are (minimum increase in the spell’s level is still +1l). Alternatively, if you have chosen the animal companion, once per day you may choose to apply your bonus from to the Special Ability Bonus the familiar grants on its master on any skill check, caster level check, ability check, attack roll or saving throw.

*ARCANE CHANNELING [Racial : Elf]

You draw upon your arcane power to channel bursts of raw magical energy through your weapons.

Prerequisites: CHA 13 or INT 13, BAB +3, Spellcraft 4 Ranks, Arcane spellcaster 3rd level, Arcane Strike, and you must be an elf
Benefit: Whenever you use a Full Attack action in combat, you may choose to lose a memorized spell or a spell slot of any level you can cast. You can only make one attack on your highest attack bonus, but you receive +1D6 bonus per level of the spell as bonus to your damage. This damage is magical and Spell Resistance applies against it. Your weapon is treated as magical (+1/2 X times the level of the spell, max. +5) for the purpose of overcoming Damage Reduction.

* ARCANE GENIUS [Racial : Elf or Human or Gnome]

You are a true genius, and can research new spells easily and have a rare gift with arcane arts, and magic comes more easily to you than others and your spells are also slightly more powerful than usually.

Prerequisites: CHA 15 or INT 15, Arcane Gift, Arcane spellcaster 3rd level, and you must be an elf or a gnome or a human
Benefit: Whenever you gain an arcane spellcaster level and you would gain new spells as a result of that, you receive an additional new spell that of any level that you can cast (your choice).
Special:You must choose which arcane spellcasting class this feat applies to. Once chosen, you cannot change that choice. You can choose this feat multiple times, but it applies to new arcane spellcasting class each time you choose it.

*ARCANE GIFT [Racial : Elf or Human or Gnome, 1st Level]

You have a rare gift with arcane arts, and magic comes more easily to you than others and your spells are also slightly more powerful than usually.

Prerequisites: CHA 13 or INT 13, Arcane spellcaster 1st level, and you must be an elf or a gnome or a human, and you must be 1st level
Benefit: When you determine your spell DCs and your bonus spells for the day, your ability score (Intelligence or Charisma) is treated as being two points higher.
Special:You can only take this feat as a 1st level character. You must choose which arcane spellcasting class this feat applies to. Once chosen, you cannot change that choice. You can choose this feat multiple times, but it applies to new arcane spellcasting class each time you choose it.

*ARMOR OF LEAVES [Racial : Elf]
You dance and flow around attacks, your sharp reflexes and natural agility unburdened by any sort of armor.

Prerequisites: DEX 13, BAB +1, Armor Proficiency (Light), and you must be an elf
Benefit: If you wear no armor, you receive +2 Dodge Bonus to your AC and +1 Bonus to your Intiative rolls.
Special: If you wear any armor, you lose the benefits of this feat.

*CHAMPION OF THE WILDS [Racial : Elf]

Like a true elf, you are at home in the wild forests of the land, and know how to take advantage of the terrain.

Prerequisites: BAB +1, Survival 4 Ranks, and you must be an elf
Benefit: Whenever you’re in a forest, you receive the benefit’s of the Ranger’s Favored Terrain ability, but the bonuses may never rise above +1. If you’re also a ranger and you have forests as your Favored Terrain, these bonuses stack with the bonuses from your class feature.

*COMBAT TRANCE [Racial : Elf]

You know how to concentrate and focus your mind effectively even in the thickest battle, so that you draw more power to your spells from the violent emotions around you.

Prerequisites: CHA 13 or INT 13 or WIS 13, BAB +1, Spellcraft 4 Ranks, Combat Casting, Arcane or Divine spellcaster 2nd level, and you must be an elf
Benefit: Whenever you cast a spell defensively in combat (adjacent to one or more opponents), you receive +1 Bonus to all spell DCs, Caster Level Checks and Spell Penetration Checks for one round. In addition to this, your receive +1 Competence Bonus to your Spellcraft checks to cast spells defensively, and this bonus stacks with the benefits from Combat Casting.

b]*CORELLON’S BLESSING[/b] [Racial : Elf]

Your devotion to the elven deities enables you to shield yourself with divine energy and draw strength and resolution to battle your enemies.

Prerequisites: WIS 13, Divine spellcaster 1st level, Spellcraft 4 Ranks, Martial Weapon Proficiency (Long Sword), and you must be an elf
Benefit: Whenever you cast a divine spell, which normally has the casting time of standard action, as a full-round action, you receive +1 Sacred Bonus to your AC and +1 Sacred Bonus to all your damage rolls with a long sword. This effect lasts for one round plus a number of rounds equal to your Charisma bonus.

*CORELLON’S CLOAK [Racial : Elf]

Your mastery of elven magic enables you to shield yourself with some arcane residue energy whenever you concentrate on shaping that energy into a glowing mantle around yourself.

Prerequisites: CHA 13, Spellcraft 5 Ranks, Arcane spellcaster 3rd level, and you must be an elf
Benefit: Whenever you cast a spell, which normally has the casting time of standard action, as a full-round action, you receive +1 Deflection Bonus to your AC and +1 Sacred Bonus to all your saving throws for one round plus a number of rounds equal to your Charisma bonus.

*EERIE VOICE [Racial : Elf, 1st level]

Even among the people of your wondrous race, your voice is eerily beautiful, bringing all listeners to the verge of tears.

Prerequisites: 1st level, CHA 13, and you must be an elf
Benefit: You treat Diplomacy and Perform as class skills, and receive +2 Competence Bonus to all skill checks with these skills. Once per day, you can also reroll any Diplomacy or Perform check, and you may take the higher result of the two rolls.
Special:You can only take this feat as a 1st level character.

*ELVEN BLADESONG [Racial: Elf]

You have mastered the famous Bladesong-fighting style, that few even among your long-lived race have learned.

Prerequisites: Weapon Focus (Rapier) or Weapon Focus (Long Sword), BAB +3 and you must be an elf
Benefit: You add use your INT Bonus instead of your STR Bonus to attack rolls with a rapier or a long sword.

*ELVEN COMBAT TRAINING [Racial: Elf]

Your mastery of the elven combat techniques enable you to surprise your opponents with your swiftness and accuracy with all traditional elven weapons.

Prerequisites: DEX 13, INT 13, BAB +1, and you must be an elf
Benefit: Once per day, when you make an attack with any of the weapons listed in the elven Weapon Familiarity racial trait, you may reroll your attack roll and pick the better of the two results. In addition to this, you receive a +2 Bonus to this roll.
Special: You must be wielding any of the weapons listed in the elven Weapon Familiarity racial trait to gain the benefits from this feat.

*ELVEN NATURAL BOND [Racial : Elf]

Your connection to the nature and natural world is deeper than that of the most other druids.

Prerequisites: WIS 15, Ability to choose Nature Bond, and you must be an elf
Benefit: Your effective level is one level higher than your Druid level when you determine the effects of your Nature Bond class ability.

*ELVEN SWORD DANCE [Racial: Elf]

Your mastery of the famous elven Bladesong-fighting style is peerless, as you use your agility and precision to hurt your foes instead of brute strenght.

Prerequisites: Elven Bladesong, Weapon Focus (Rapier) or Weapon Focus (Long Sword), Weapon Specialization (Rapier) or Weapon Specialization (Long Sword), BAB +5 and you must be an elf
Benefit: Whenever you use Full Attack action in combat, you add your Dexterity Modifier as a Bonus instead of your Strength Modifier to damage rolls with a rapier or a long sword.

*GRACEFUL STEP [Racial: Elf]

You are comfortable in the wilderness, moving through even the most difficult terrain with ease and grace elves are famous for.

Prerequisites: DEX 13, and you must be an elf
Benefit: You receive +2 Racial Bonus to Stealth and +10 to your Movement Rate for calculating your daily traveling progress.

*GRACE OF THE WINDS [Racial : Elf]

You dance and flow around blows like the ever-unpredictable wind among trees, trusting in your luck and agility to shield you from harm .

Prerequisites: DEX 15, BAB +3, Armor of Leaves, Armor Profiency (Light), and you must be an elf
Benefit: If you wear no armor, you receive +1 Luck Bonus to your AC and your movement rate is increased by 5 feet.

*IMPROVED ARCANE BOND [Racial : Elf or Gnome]

Your connection to magic and the world of the supernatural is deeper than that of the most other arcane spellcasters.

Prerequisites: INT 15, Ability to choose Arcane Bond, Arcane Spellcaster 1st level, and you must be an elf or a gnome
Benefit: You receive +1 Bonus to all spell Saving Throw DCs if you choose an object as the target of your Arcane Bond ability. You must use the object to cast the spell to receive this bonus. Alternatively, you may choose the animal companion, and receive an additional +1 Bonus to the Special Ability Bonus the familiar grants on its master.

*IMPROVED ESCHEW MATERIALS [Racial : Elf]

Your mastery of elven magic enables you to tap into your natural arcane aptitude to cast spells more effectively without material components.

Prerequisites: INT 13, CHA 13, Spellcraft 5 Ranks, Eschew Materials, Arcane spellcaster 3rd level, and you must be an elf
Benefit: You may cast spells without material components. You may affect spells which have a material component valued at 10 Gold Pieces or less. Also, whenever you cast a spell, which normally has the casting time of standard action, as a full-round action, you receive a +1 Bonus to any Spell Penetration Checks for one round and a +1 Bonus to that spell’s Saving Throw DC.
Special: Spells without material component or materials components worth more than 10 GPs are not affected by the benefits of this feat.

*INSIGHTFUL ARCHERY [Racial : Elf]

You instinctively know where and how your enemies try to dodge your well-placed arrows.

Prerequisites: DEX 13, WIS 13, BAB +1, Weapon Focus (Any ranged weapon except hand crossbows or crossbows), and you must be an elf
Benefit: Whenever you use a Full Attack action in combat to attack any number of enemies with a bow (other than a crossbow or a hand crossbow), you may add your Wisdom modifier instead of your Dexterity modifier to all your ranged attack rolls.

*MANTLE OF STARS [Racial : Elf]

You are able to shape residue magical energy from your spells into an eerie aura of brightly-glowing stars that shields you from harm and empowers your spells for a short while.

Prerequisites: CHA 15, Arcane spellcaster 6th level, Spellcraft 8 Ranks, Corellon’s Cloak, Spell Focus (Transmutation) and you must be an elf
Benefit: Whenever you cast a spell, which normally has the casting time of standard action, as a full-round action you receive +2 Deflection Bonus to your AC and +2 Sacred Bonus to all your saving throws for one round plus a number of rounds equal to your Charisma bonus. These bonus replace and do not stack with the bonuses from ‘Corellon’s Cloak’. In addition to this, you receive +1 Bonus to your caster level and spell DCs for one round plus a number of rounds equal to your Charisma bonus.

*NATURE’S DEFENDER [Racial : Elf]

You are a true defender of elven woodlands, and know how to take advantage of the terrain.

Prerequisites: WIS 15, BAB +3, Champion of the Wilds, Survival 4 Ranks, and you must be an elf
Benefit: Whenever you’re in a forest, you may apply your Wisdom Modifier as a Competence Bonus to your Stealth skill checks. In addition to this, you may apply your Wisdom Modifier as a Morale Bonus to Initiative rolls, attack rolls with ranged weapons and all Reflex or Fortitude Saving Throws.

*NATURE’S VENGEANCE [Racial : Elf]

You channel divine power through your weapon to harm unnatural aberrations and those creatures of nature that seek to harm you.

Prerequisites: CHA 13, BAB +5, Knowledge (Nature) 5 Ranks and Knowledge (Dungeoneering) 5 Ranks, Smite Evil class feature, and you must be an elf
Benefit: Your Smite class feature affects all creatures with the Plant type and the Aberration type, regardless whether they are evil or not.

*NIMBLE CLIMBER [Racial: Halfling or Elf]

Your natural dexterity lets you scale difficult surfaces with ease.

Prerequisites: DEX 13, Acrobatics 4 Ranks, Climb 4 Ranks, and you must be a halfling or an elf
Benefit: You may use your Dexterity Modifier instead of your Strength Modifier as bonus to your Climb skill checks. In addition to this, once per day you may reroll any Climb skill check and choose the better of the two results. You also receive +2 Competence Bonus to this check.

*OPPORTUNIST ARCHER [Racial: Halfling or Elf]

You know how to take advantage of surprised opponents or those who are not paying attention to you, and mercilessly pepper them with your arrows or thrown weapons.

Prerequisites: DEX 13, BAB +4, Combat Reflexes, Precise Shot, and you must be a halfling or an elf
Benefit: Whenever your any of your opponents is denied his Dexterity bonus in combat, you receive +2 Competence Bonus to your ranged attacks against him.

*OTHERWORLDLY GRACE [Racial : Elf]

Your agility and movements are fey and otherworldly in smoothness and grace.

Prerequisites: DEX 15, CHA 15, BAB +5, Armor of Leaves, Armor Profiency (Light), Grace of the Winds, and you must be an elf
Benefit: Once per day, If you wear no armor, you may add your Charisma Modifier as a Luck Bonus to your AC and your Reflex Saving Throws. This effect lasts for a number of rounds equal to your character level.

*OTHERWORLDLY SENSES [Racial : Elf]

Your senses are so honed, that you perceive the slightest sounds and movements of air, enabling you to pinpoint even invisible opponents.

Prerequisites: WIS 15, Perception 10 ranks, Blind-Fight, Razor-Keen Senses, and you must be an elf
Benefit: As a move-equivalent action, you may try an opposed Perception versus Stealth check against any invisible opponents within 10 feet radius of you. You must beat their skill checks by at least 5, or you fail to discern their locations. You also receive +1 on all attacks against opponents whose location you have discerned.

*POWER OF ARROGANCE [Racial : Elf or human, 1st Level]

Your prioud and arrogant demeanor may be irritating to others, but no one can deny the force of your personality.

Prerequisites: CHA 15, 1st level, and you must be an elf or human
Benefit: You may add your Charisma modifier instead of your Wisdom modifier to Will saving throws. You also receive -2 penalty on all Diplomacy and Bluff rolls.
Special: You can only take this feat as a 1st level character

*RAPID REACTIONS [Racial: Elf or Halfling]

Your sharp instincts and lightning-fast reactions often help surprise your opponents.

Prerequisites:DEX 13, Lightning reflexes, and you must be an elf or a halfling
Benefit:Once per day, you may re-roll your Initiative and keep the better of the two results. You also get +2 bonus on this roll.

*RAZOR-KEEN SENSES [Racial : Elf]

You ability to perceive even the smallest details and sounds in your surroundings is uncanny even among elves.

Prerequisites: WIS 13, Perception 8 ranks, Alertness, and you must be an elf
Benefit: You may use Perception as a free action. In addition to this, once per day you may reroll any Perception check and keep the higher result of the two rolls. You also receive +2 to this roll.

*SEHANINE’S BLESSING [Racial : Elf]

Born under the fortunate stars, your arcane understanding is further improved by the blessing of the elven goddess of Magic

Prerequisites: CHA 13 or INT 13, Arcane spellcaster, and you must be an elf
Benefit: Once per day you may reroll any Knowledge (Arcana), Spellcraft or Use Magic Device skill check, and keep the better of the two results. You also receive +2 Bonus to this roll.

*SHIELD OF STARS [Racial : Elf]

The power of your deity protects you in battle, as you raise your voice in prayer to cast a spell

Prerequisites: WIS 13, CHA 13, Divine spellcaster 1st, and you must be an elf
Benefit: Whenever you succesfully cast a Divine spell in melee combat (adjacent to one or more foes), you receive +1 Sacred Bonus to your AC and +1 Resistance Bonus to your saving throws for one round.

*SPELLSHATTERING SMITE [Racial : Elf]

Your natural understanding of the arcane arts enable you to channel divine power to cleave through spells as if they did not exist.

Prerequisites: CHA 13, BAB +8, Knowledge (Arcana) 5, Smite Evil class feature, and you must be an elf
Benefit: Whenever you smite, you gain for one round the ability to try to dispel any spell or a spell-like ability that targets you. Roll an opposed Caster Level Check and use your Paladin level as your caster level. If you win this check, the spell does not affect you.

*SPELLSHATTERING MANTLE [Racial : Elf]

You are able to shape residue magical energy from your spells into an eerie aura of brightly-glowing stars that shields you from harm and dispels harmful spells before dissolving.

Prerequisites: CHA 15, Arcane spellcaster 8th level, Spellcraft 10 Ranks, Corellon’s Cloak, Spell Focus (Transmutation) and you must be an elf
Benefit: Whenever you cast a spell, which normally has the casting time of standard action, as a full-round action you receive +3 Deflection Bonus to your AC and +2 Bonus to all your saving throws for one round plus a number of rounds equal to your Charisma bonus. These bonus replace and do not stack with the bonuses from ‘Corellon’s Cloak’ or ‘Mantle of Stars’. In addition to this, you may choose to dissolve your aura as a Free Action whenever you’re targeted with a spell or a spell-like ability to receive SR 10 + your arcane spellcaster level for one round. This immediately ends all the other effects of your mantle.
Special: You must have Dispel Magic as one of your known spells.

*TACTICAL SENSITIVITY [Racial : Elf or Human]

Your knowledge of tactics enable you to predict when and where your enemies try to ambush you.

Prerequisites: INT 13, BAB +1, and you must be an elf
Benefit: Once per day, you may choose to add your Intelligence modifier to your Initiative rolls instead of your Dexterity modifier. In addition to this, you receive +1 Bonus to your Initiative when you use this feat.

*TURN NATURE’S BEASTS [Racial : Elf or Gnome]

Your devotion to elven deities of nature enables you to channel divine energy to repel animals and beasts.

Prerequisites: WIS 13, Ability to Channel Energy, and you must be an elf
Benefit: You can channel divine energy to harm animals, beasts or magical beasts. You must choose one type of creatures the benefits of this feat applies to. You may take this feat multiple times. Each time you take this feat it applies to a new type of creatures.

*UNNATURAL BEAUTY [Racial : Elf, 1st level]

Even among the people of your wondrous race, you possess unearthly grace and beauty that awes all mortals who behold you.

Prerequisites: 1st level, CHA 13, and you must be an elf
Benefit: You treat Bluff, Diplomacy and Intimidate as class skills, and receive +1 Racial Bonus to all skill checks with these skills. Once per day, you can also reroll any Bluff, Diplomacy or Intimidation check, and you may take the higher result of the two rolls.
Special: You can only take this feat as a 1st level character

*UNNATURAL REFLEXES [Racial : Elf or Halfling]

Your knowledge of tactics enable you to predict when and where your enemies try to ambush you.

Prerequisites: DEX 15, REF +5, Lightning Reflexes, and you must be an elf or a halfling
Benefit: Once per day, you may reroll any Initiative roll and keep the better of the two results. In addition to this, you may also add your Reflex saving throw bonus to this roll instead of your Dexterity modifier.

* VOICE OF NATURE [Racial : Elf]
Your voice has the power over even the mindless creatures of nature.

Prerequisites: CHA 15, Perform 10 Ranks or Knowledge (Nature) 10 Ranks, Bardic Music class feature or Channel Energy class feature, and you must be an elf
Benefit: If you are a Bard, you may use your Bardic Music abilities to affect creatures with the Plant type, but they receive +5 Bonus on all their Will saving throws. If you are a Cleric, you may use your Channel Energy class feature to affect creatures with the Plant type.

*WIND OF STEEL [Racial: Elf]

Your mastery of the two-weapon fighting style enables you to defend yourself effectively while still using precise strikes to cut down your foes.

Prerequisites: DEX 15, BAB +3, Two-Weapon Fighting, Weapon Focus (Rapier) or Weapon Focus (Long Sword), Weapon Specialization (Rapier) or Weapon Specialization (Long Sword), and you must be an elf
Benefit: Whenever you use Full Attack action in combat while wielding two weapons, you gain +2 Insight Bonus to your Armor Class.
Special: You must be using the Full Attack Action and wielding two weapons you can use in melee combat to gain the benefits from this feat.

Dark Archive

And here are the (pitifully few) Halfling Racial Feats:

HALFLING FEATS:
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*ACROBATIC CHARGE [Racial: Halfling or Elf]

Your natural dexterity lets you scale difficult surfaces with ease.

Prerequisites: DEX 13, Acrobatics 4 Ranks, Dodge, and you must be a halfling or an elf
Benefit: Whenever you use a Charge or Partial Charge action to attack an enemy in combat, you receive no penalty to your AC for charging. In addition to this, you only receive a +1 Bonus to your attack roll instead of the normal +2 Bonus for charging.

*ACROBATIC DODGE [Racial: Halfling]

Your unnatural agility and combat training enable you to dodge out of harm's way as you spring around the battlefield.

Prerequisites:DEX 15, Dodge, Mobility, Spring Attack, Acrobatics 8 ranks, and you must be a halfling
Benefit: Once per day, you may use an Acrobatics Skill Check as a Dodge Bonus to your AC for one round when you move through threatened squares in combat.

*CUNNING AIM [Racial: Halfling, 1st level]

Throwing and slinging stones is a universal sport among halflings, and you've practised your aim since childhood.

Prerequisites: DEX 13, and you must be a halfling
Benefit: You get +1 Racial Bonus to attack rolls with any thrown weapons you are proficient in. In addition to this once per day, you can re-roll any attack roll with any thrown weapons you are proficient in. You get +2 Bonus to this roll, and you get to pick the better result of the two rolls.

Special: You can only take this Feat at 1st level.

*FAST TALKER [Racial: Halfling]

You know how to distract and fool others with your quick hands and fast tongue.

Prerequisites: CHA 13, DEX 13, Bluff 4 ranks, and you must be a halfling
Benefit: Once per day, you may re-roll your Bluff or Sleight of Hand skill check, and you can keep the better of the two results. You also get +2 bonus on this roll. In addition to this, you also receive +1 Competence Bonus to your skill checks with these skills.

*FORTUNE'S FAVORITE [Racial : Halfling]

The gods of fortune and luck smile on you, and you often manage to turn a desperate situation or a peril into a triumphant success.

Prerequisites: Ref save +5, and you must be a halfling
Benefit: Once per day you can reroll any saving throw, and you may take the higher result of the two rolls. You get a +2 Bonus on this roll.

*HALFLING METABOLISM [Racial: Halfling, 1st Level]

Your race is known for its appetite, and consequently, its surprising toughness and ability to heal injuries fast, if only there is enough food and drink at hand.

Prerequisites: CON 13, and you must be a halfling
Benefit: You may double the healing rates for lethal damage when you are resting, as long as you can at eat at least one meal a day and drink enough. If you take subdual damage due to starvation or thirst, you lost the benefits of this feat.

Special: You can only take this Feat at 1st level.

*IMPROVED CUNNING AIM [Racial: Halfling]

Throwing and slinging stones is a universal sport among halflings, and you're a master with ranged weapons.

Prerequisites: DEX 15, BAB +3, Cunning Aim, and you must be a halfling
Benefit: Once per day, you may re-roll any attack roll with a ranged weapon and you may choose the better of the two results. You also receive a +2 Bonus to this roll. In addition to this, you also receive +1 Luck Bonus to your AC for one round.

*NIMBLE CLIMBER [Racial: Halfling or Elf]

Your natural agility lets you scale difficult surfaces with ease.

Prerequisites: DEX 13, Acrobatics 4 Ranks, Climb 4 Ranks, and you must be a halfling or an elf
Benefit: You may use your Dexterity Modifier instead of your Strength Modifier as bonus to your Climb skill checks. In addition to this, once per day you may reroll any Climb skill check and choose the better of the two results. You also receive +2 Competence Bonus to this check.

*OPPORTUNIST ARCHER [Racial: Halfling or Elf]

You know how to take advantage of surprised opponents or those who are not paying attention to you, and mercilessly pepper them with your arrows or thrown weapons.

Prerequisites: DEX 13, BAB +4, Combat Reflexes, Precise Shot, and you must be a halfling or an elf
Benefit: Whenever your any of your opponents is denied his desterity bonus in combat, you receive +2 Competence Bonus to your ranged attacks against him.

*RAPID REACTIONS [Racial: Elf or Halfling]

Your sharp instincts and lightning-fast reactions often help surprise your opponents.

Prerequisites: DEX 13, Lightning reflexes, and you must be an elf or a halfling
Benefit: Once per day, you may re-roll your Initiative and keep the better of the two results. You also get +2 bonus on this roll.

*TRICKSTER’S LAUGHTER [Racial: Halfling]

Laughing, you spring around the battlefield, making precise cuts and stabs that infuriate your distracted enemies.

Prerequisites: DEX 15, CHA 15, BAB +8, Dodge, Mobility, Spring Attack, Trickster’s Smile, Acrobatics 10 ranks, Bluff 10 Ranks, and you must be a halfling
Benefit: Whenever you use Spring Attack to make a single attack roll with a light weapon against an opponent in melee combat, you may apply your Charisma Modifier as a bonus to your attack rolls for one round. In addition to this, your opponent is considered flat-footed against your Spring Attack.
Special: You must be wielding a light blade to gain the benefits of this feat.

*TRICKSTER’S SMILE [Racial: Halfling]

Your unnatural agility and ability to distract your opponents with senseless babbling enable you to make painfully precise stabs and cuts.

Prerequisites: DEX 13, CHA 13, BAB +4, Dodge, Mobility, Spring Attack, Acrobatics 4 ranks, Bluff 4 Ranks, and you must be a halfling
Benefit: Whenever you use Spring Attack to make a single attack roll with a light weapon against an opponent in melee combat, you may apply your Charisma Modifier as a bonus to your damage rolls for one round.
Special: You must be wielding a light blade to gain the benefits of this feat.

*UNNATURAL REFLEXES [Racial : Elf or Halfling]

Your knowledge of tactics enable you to predict when and where your enemies try to ambush you.

Prerequisites: DEX 15, REF +5, Lightning Reflexes, and you must be an elf or a halfling
Benefit: Once per day, you may reroll any Initiative roll and keep the better of the two results. In addition to this, you may also add your Reflex saving throw bonus to this roll instead of your Dexterity modifier.

*VANISHING TRICK [Racial: Halfling or Gnome]

Your agility and small size enable you to vanish when you are fighting larger opponents than yourself.

Prerequisites: DEX 13, BAB +1, Dodge, Mobility, Stealth 4 Ranks, and you must be a halfling or a gnome
Benefit: Whenever you move at least 10 feet during a round, you receive +1 Dodge Bonus to your AC for one round for every opponent (who is at least one size category larger than you) you are adjacent to when you end your movement.

*WANDERING SOUL [Racial: Halfling or Human]

Your travels around the lands far and near have taught a smattering of different tongues and customs and how to survive.

Prerequisites: INT 13, Linguistics 4 ranks, and you must be a halfling or a human
Benefit: You may take 10 on all the following skills or try them untrained, even if they're not class skills for you and even though you don't have any ranks in them (except Linguistics, in which you must have 4 ranks): Survival, Knowledge (Local), and Linguistics. You also receive +1 Competence Bonus to your skill checks with these skills.

Dark Archive

And then the Half-Orcs: (EDIT: added David's suggestion as 'Versatile Background')

HALF-ORC FEATS:
********************

*ADRENALINE SURGE [Racial: Dwarf or Half-Orc or Human]

When you are injured, your blood begins to boil, and with a tremendous adrenaline surge and new-found energy you rush at the enemy.

Prerequisites: CON 15, BAB +3, Battle-Scarred, Endurance, and you must be a half-orc
Benefit: Whenever you have lost more than half of your total Hit Points, you receive Temporary Hitpoints equal to the number of 10 + your character level for a number of rounds equal to your character level. All damage is first deduced from these Temporary Hit Points.

*ARMOR SPECIALIZATION [Racial: Dwarf or Half-Orc or Human]

Your armor feels like a second skin to you in battle, and your movements are less encumbered by it than normally.

Prerequisites: BAB +1, Armor Proficiency (Light or Medium or Heavy), DEX 13, and you must be a dwarf or a half-orc or a human
Benefit: Whenever you use Full Attack Action in combat to attack any opponent, you gain +1 Armor Bonus to your AC that stacks with your Armor Bonus from any other sources. In addition to this, your Armor Check penalty is reduced by 1 whenever you wear your chosen type of armor.
Special: These benefits apply only to one type of armor (Light, Medium or Heavy) which must be chosen when you take this feat. You must be proficient with this type or armor, and if you ever lose the proficiency, you also lose the benefits from this feat. You must also wear any armor of that type to gain the benefits of this feats.

*BATTLE-SCARRED [Racial : Dwarf or Half-Orc or Human]

Your scars tell of many battles and your ability to shrug off blows with your incredible stamina. When you enter a battle, your skin seems to be made from granite.

Prerequisites: CON 13, BAB +1, Endurance, Toughness, and you must be a dwarf or a half-orc or a human
Benefit: Whenever you use Full Attack action in melee combat to attack any opponent, you gain Damage Reduction 1/- for one round. This bonus stacks with Damage Reduction from any other source.

*BLOOD OF THE WARLORDS [Racial: Half-Orc or Human]

You are a natural leader, kin to great chieftains or war leaders, and like them, you lead and inspire your allies by example.

Prerequisites: CHA 13, BAB +1, Diplomacy 4 Ranks, and you must be a half-orc or a human
Benefit: Once per day, whenever you hit an opponent in combat with a melee attack, you may grant all your allies within 30 ft. radius burst a +1 Insight Bonus to attack and damage rolls in combat for one round. If that hit is also a critical hit, you grant your allies a +2 Insight Bonus instead of +1.

*BRUTAL CHARGE [Racial: Dwarf or Half-Orc]

With a mighty roar you charge at your enemies, using every ounce of your strength to bring them to their knees.

Prerequisites: STR 13, CON 13, BAB +2, Power Attack, and you must be a dwarf or a half-orc
Benefit: Whenever you use a Charge or Partial Charge Action to attack an enemy, you may apply your Constitution modifier as a bonus to damage for this attack. Your enemy is also considered flat-footed against this attack, but he can still make Attack of Opportunity against you.

*BRUTAL THROW [Racial: Half-Orc or Dwarf or Human]

You hurl thrown weapons with such power that if they only hit, they shear through shields and armor with ease.

Prerequisites: STR 15, BAB +4, Power Attack, Powerful Throw, and you must be a half-orc or dwarf or human
Benefit: You may use Power Attack with thrown weapons.

*CRUEL STRIKES [Racial: Half-Orc]

Your great strength and ferocious nature enables you to wield heavy weapons more effectively.

Prerequisites: STR 13, CON 13, BAB +1, and you must be a half-orc
Benefit: Whenever you use Charge or Full Attack Action in melee to attack an opponent, you may add +1 to your damage rolls with all weapons you are able to wield two-handed.

*CUNNING CHARGE [Racial: Half-Orc]

Whenever you charge, you know how to catch opponents by surprise.

Prerequisites: STR 13, BAB +1, and you must be a half-orc
Benefit: Once per day, you may reroll your attack roll and choose the better of the two results, but only if your use Charge or Partial Charge action to attack an opponent.

*DEVASTATING THROW [Racial: Half-Orc or Dwarf or Human]

You hurl thrown weapons with such power that if they only hit, they shear through shields and armor with ease and knock back your opponents.

Prerequisites: STR 17, BAB +6, Brutal Throw, Power Attack, Powerful Throw, and you must be a half-orc or dwarf or human
Benefit: As a Standard Action you may choose to make a single ranged attack with a thrown weapon. If it hits, you may use Bull Rush as a Free Action against that opponent, and receive +2 Competence Bonus to your CMB roll for this check.

*GIANT-BLOODED [Racial: Half-Orc or Human, 1st Level]

You are slightly larger than most of your people, because you have giant blood in your ancestry, which gives you greater durability and enables you to wield large weapons.

Prerequisites: STR 13, CON 13, and you must be a half-orc or a human
Benefit: You may wield weapons which are one size category larger than you in one hand, but receive -2 penalty to all your attacks if you do so. In addition to this, you are treated as being one size category larger for all CMB checks and for Massive Damage limit.

*HEROIC MOMENTUM [Racial: Dwarf or Half-Orc or Human]

When you are injured, you manage to find hidden reserves and inspiration to turn the outcome of a desperate battle into a heroic triumph.

Prerequisites: CON 13, BAB +1, Endurance, and you must be a dwarf, half-orc or human
Benefit: Whenever you have lost more than half of your total Hit Points, you receive +1 Morale Bonus to you attack, damage rolls and saving throws for the rest of the combat or until you become Dying.

*HEROIC STAMINA [Racial: Dwarf or Half-Orc or Human]

You are proficient in carrying heavy loads on your back and your great stamina often surprises others.

Prerequisites: STR 13, CON 13, Endurance, and you must be a dwarf or a half-orc or a human
Benefit: You may double all your Carrying Capacity limits. In addition to this, once per day you may reroll any Constitution check or Fortitude Saving Throw and take the better result of the two rolls. You also gain +1 Bonus to this roll.

*INDOMITABLE SPIRIT [Racial: Dwarf or Half-Orc]

Your willpower and resistance to mental and physical pain are greater than those of most people, and you often shake off effects that would break lesser beings.

Prerequisites: CON 13, BAB +1, Endurance, Iron Will, and you must be a dwarf or a half-orc
Benefit: You receive +1 Morale Bonus to your FORT and WILL saving throws. In addition to this, once per day you may re-roll a FORT or WILL saving throw, and you may take the higher result of the two rolls. In addition to this, you receive +2 Bonus to this roll.

*LAST BREATH [Racial: Half-Orc]

Your willpower and resistance to mental and physical pain are almost legendary, and your spite your enemies and death as you stubbornly fight to the last breath.

Prerequisites: CON 15, BAB +8, Diehard, Endurance, Iron Will, and you must be a half-orc
Benefit: Whenever your Hit Points drop between -1 and -9, you may choose to act normally for one round and take Full Action without any penalties. If you do, you die on your next round, unless you receive magical healing.

*LION’S COURAGE [Racial: Dwarf or Half-Orc]

Nothing can shake you and you are utterly fearless in battle.

Prerequisites: Iron Will, BAB +1, ‘Bravery’ class feature, and you must be a dwarf
Benefit: You are immune to fear effects, magical or otherwise.

*POWERFUL THROW [Racial: Half-Orc or Dwarf or Human]

You use brutal strength instead of accuracy to catch your opponents with hurled weapons.

Prerequisites: STR 13, BAB +1, and you must be a half-orc or dwarf or human
Benefit: You may use your Strength modifier instead of your Dexterity modifier with thrown weapons.

*PRIMAL ASSAULT [Racial: Half-Orc]

With a primal cry you rush at your enemies, unleashing the hidden anger and strength seething in your orc blood.

Prerequisites: STR 15, BAB +4, Power Attack, and you must be a half-orc
Benefit: Whenever you charge, you may double your Strength bonus to damage. This added bonus counts as enhancement bonus, and does not stack with any bonuses of the same type.

*RECKLESS CHARGE [Racial: Half-Orc]

You charge into battle with such ferocity that it often surprises your opponents.

Prerequisites: STR 15, BAB +1, Power Attack, and you must be a half-orc
Benefit: Whenever you charge, you receive +4 bonus to your attack roll. This bonus replaces the standard +2 bonus for charging. You still receive -2 penalty to your AC for one round.

*RELENTLESS CHARGE [Racial: Half-Orc]

With a mighty roar you charge at your enemies, using every ounce of your strength to bring them to their knees.

Prerequisites: STR 15, CON 15, BAB +1, Power Attack, and you must be a half-orc
Benefit: Whenever you use a Charge or Partial Charge Action to attack an enemy, you receive +2 Competence Bonus to your CMB roll if you try to use Bull Rush, Overrun or Sunder as part of this action.

*SCARS OF THE MOUNTAIN [Racial : Dwarf or Half-Orc or Human]

Your scars tell of many battles and your ability to shrug off blows with your incredible stamina. When you enter a battle-rage, your skin almost seems to be made from granite.

Prerequisites: CON 15, BAB +4, Battle-Scarred, Endurance, Toughness, ability to rage, and you must be a dwarf or a half-orc
Benefit: Whenever you use Full Attack action in combat to attack any opponent, you can apply your Constitution modifier as a Natural Armor Bonus to your AC for one round.

*SURVIVAL INSTINCT [Racial: Half-Orc]

Your life as a despised half-breed in your community has taught you to fend for yourself and how to influence others.

Prerequisites: CHA 13, Diplomacy 4 Ranks, and you must be a half-orc
Benefit: You receive +1 Insight Bonus to your Will saving throws and Survival skill checks. You also receive +1 Insight Bonus to your Bluff, Diplomacy and Perception checks whenever you make a skill check that involves dwarves, elves, gnomes, half-elfs, half-orcs, halflings, or humans.

*VENGEFUL RAGE [Racial: Half-Orc]

Your vengeful blood and terrible anger enable you to trade blow for blow

Prerequisites: STR 13, BAB +1, Combat Reflexes, Power Attack, and you must be a half-orc
Benefit: Once per round, whenever you are raging and an opponent hits you in melee combat, you may make an instant Attack of Opportunity after the opponent’s attack has been resolved. You may make this Attack of Opportunity even if you had used up all your normal Attacks of Opportunity for that round. You also receive +1 Insight Bonus to this attack roll.

*VERSATILE BACKGROUND [Racial: Half-Orc, 1st Level]

You have been raised among humans, and you have a more varied background than many others of your kind.

Prerequisites: INT 13, and you must be a 1st Level Character, and you must be a half-orc
Benefit: You gain one extra skill rank at first level and on additional rank at each additional level.
Special:You can only take this feat as a 1st level character.

Dark Archive

One that I would like to add is this:
Versatile(Racial)
Prerequisite: Half-elf or half-orc, 1st level only
You were raised among humans and have a more varied background than others of your kind.
Benefit: You gain one extra skill rank at first level and on additional rank at each additional level.

Dark Archive

And, lastly, the Human Racial Feats:

HUMAN FEATS:
****************

*ADEPT IMPROVISER [Racial : Elf or Human, 1st Level]

You have picked up a little of many skills during your life, and know how to improvise in every situation with the materials at hand.

Prerequisites: INT 13, and you must be an elf or a human, and you must be 1st level
Benefit: You receive +1 Competence Bonus to all your skill checks with skills you have no ranks in and which are not class-exclusive skills to you. You lose this bonus to all skills you put ranks into.
Special:You can only take this feat as a 1st level character.

*ADRENALINE SURGE [Racial: Dwarf or Half-Orc or Human]

When you are injured, your blood begins to boil, and with a tremendous adrenaline surge and new-found energy you rush at the enemy.

Prerequisites: CON 15, BAB +3, Battle-Scarred, Endurance, and you must be a half-orc
Benefit: Whenever you have lost more than half of your total Hit Points, you receive Temporary Hitpoints equal to the number of 10 + your character level for a number of rounds equal to your character level. All damage is first deduced from these Temporary Hit Points.

*ARCANE GENIUS [Racial : Elf or Human or Gnome]

You are a true genius, and can research new spells easily and have a rare gift with arcane arts, and magic comes more easily to you than others and your spells are also slightly more powerful than usually.

Prerequisites: CHA 15 or INT 15, Arcane Gift, Arcane spellcaster 3rd level, and you must be an elf or a gnome or a human
Benefit: Whenever you gain an arcane spellcaster level and you would gain new spells as a result of that, you receive an additional new spell that of any level that you can cast (your choice).
Special:You must choose which arcane spellcasting class this feat applies to. Once chosen, you cannot change that choice. You can choose this feat multiple times, but it applies to new arcane spellcasting class each time you choose it.

*ARCANE GIFT [Racial : Elf or Human or Gnome, 1st Level]

You have a rare gift with arcane arts, and magic comes more easily to you than others and your spells are also slightly more powerful than usually.

Prerequisites: CHA 13 or INT 13, Arcane spellcaster 1st level, and you must be an elf or a gnome or a human, and you must be 1st level
Benefit: When you determine your spell DCs and your bonus spells for the day, your ability score (Intelligence or Charisma) is treated as being two points higher.
Special:You can only take this feat as a 1st level character. You must choose which arcane spellcasting class this feat applies to. Once chosen, you cannot change that choice. You can choose this feat multiple times, but it applies to new arcane spellcasting class each time you choose it.

*ARMOR SPECIALIZATION [Racial: Dwarf or Half-Orc or Human]

Your armor feels like a second skin to you in battle, and your movements are less encumbered by it than normally.

Prerequisites: BAB +1, Armor Proficiency (Light or Medium or Heavy), DEX 13, and you must be a dwarf or a half-orc or a human
Benefit: Whenever you use Full Attack Action in combat to attack any opponent, you gain +1 Armor Bonus to your AC that stacks with your Armor Bonus from any other sources. In addition to this, your Armor Check penalty is reduced by 1 whenever you wear your chosen type of armor.
Special: These benefits apply only to one type of armor (Light, Medium or Heavy) which must be chosen when you take this feat. You must be proficient with this type or armor, and if you ever lose the proficiency, you also lose the benefits from this feat. You must also wear any armor of that type to gain the benefits of this feats.

*BATTLE-SCARRED [Racial : Dwarf or Half-Orc or Human]

Your scars tell of many battles and your ability to shrug off blows with your incredible stamina. When you enter a battle, your skin seems to be made from granite.

Prerequisites: CON 13, BAB +1, Endurance, Toughness, and you must be a dwarf or a half-orc or a human
Benefit: Whenever you use Full Attack action in melee combat to attack any opponent, you gain Damage Reduction 1/- for one round. This bonus stacks with Damage Reduction from any other source.

*BLOOD OF THE WARLORDS [Racial: Half-Orc or Human]

You are a natural leader, kin to great chieftains or war leaders, and like them, you lead and inspire your allies by example.

Prerequisites: CHA 13, BAB +1, Diplomacy 4 Ranks, and you must be a half-orc or a human
Benefit: Once per day, whenever you hit an opponent in combat with a melee attack, you may grant all your allies within 30 ft. radius burst a +1 Insight Bonus to attack and damage rolls in combat for one round. If that hit is also a critical hit, you grant your allies a +2 Insight Bonus instead of +1.

*BRUTAL THROW [Racial: Half-Orc or Dwarf or Human]

You hurl thrown weapons with such power that if they only hit, they shear through shields and armor with ease.

Prerequisites: STR 15, BAB +4, Power Attack, Powerful Throw, and youmust be a half-orc or dwarf or human
Benefit: You may use Power Attack with thrown weapons.

*DEVASTATING THROW [Racial: Half-Orc or Dwarf or Human]

You hurl thrown weapons with such power that if they only hit, they shear through shields and armor with ease and knock back your opponents.

Prerequisites: STR 17, BAB +6, Brutal Throw, Power Attack, Powerful Throw, and you must be a half-orc or dwarf or human
Benefit: As a Standard Action you may choose to make a single ranged attack with a thrown weapon. If it hits, you may use Bull Rush as a Free Action against that opponent, and receive +2 Competence Bonus to your CMB roll for this check.

*GIANT-BLOODED [Racial: Half-Orc or Human]

You are slightly larger than most of your people, because you have giant blood in your ancestry, which gives you greater durability and enables you to wield large weapons.

Prerequisites: STR 13, CON 13, and you must be a half-orc or a human
Benefit: You may wield weapons which are one size category larger than you in one hand, but receive -2 penalty to all your attacks if you do so. In addition to this, you are treated as being one size category larger for all CMB checks and for Massive Damage limit.

*HEROIC MOMENTUM [Racial: Dwarf or Half-Orc or Human]

When you are injured, you manage to find hidden reserves and inspiration to turn the outcome of a desperate battle into a heroic triumph.

Prerequisites: CON 13, BAB +1, Endurance, and you must be a dwarf, half-orc or human
Benefit: Whenever you have lost more than half of your total Hit Points, you receive +1 Morale Bonus to you attack, damage rolls and saving throws for the rest of the combat or until you become Dying.

*HEROIC STAMINA [Racial: Dwarf or Half-Orc or Human]

You are proficient in carrying heavy loads on your back and your great stamina often surprises others.

Prerequisites: STR 13, CON 13, Endurance, and you must be a dwarf or a half-orc or a human
Benefit: You may double all your Carrying Capacity limits. In addition to this, once per day you may reroll any Constitution check or Fortitude Saving Throw and take the better result of the two rolls. You also gain +1 Bonus to this roll.

*HUMAN PERSEVERANCE [Racial : Human]

Humans are famous for their ability to triumph against impossible odds, and you have hidden reserves which may surprise your opponents.

Prerequisites: You must be human
Benefit: Once per day you may reroll any skill check, saving throw, caster level check, initiative roll or attack roll, and you get to choose the better result of the two rolls. You also receive +2 Competence Bonus to this roll.

*HUMAN VERSATILITY [Racial : Human]

Humans are widely known for their many-fold talents, and you have learned unusual skills during your life.

Prerequisites: You must be human
Benefit: Pick any skill from the skill list, even a class-exclusive skill. That skill becomes a class-skill for you, regardless of your character class. In addition to this, once per day you may reroll any skill check with this skill, and you get to choose the better result of the two rolls. You also receive +2 Competence Bonus to this roll.

*POWERFUL THROW [Racial: Half-Orc or Dwarf or Human]

You use brutal strength instead of accuracy to catch your opponents with hurled weapons.

Prerequisites: STR 13, BAB +1, and you must be a half-orc or dwarf or human
Benefit: You may use your Strength modifier instead of your Dexterity modifier with thrown weapons.

*POWER OF ARROGANCE [Racial : Elf or human, 1st Level]

Your prioud and arrogant demeanor may be irritating to others, but no one can deny the force of your personality.

Prerequisites: CHA 15, 1st level, and you must be an elf or human
Benefit: You may add your Charisma modifier instead of your Wisdom modifier to Will saving throws. You also receive -2 penalty on all Diplomacy and Bluff rolls.
Special: You can only take this feat as a 1st level character

*SCARS OF THE MOUNTAIN [Racial : Dwarf or Half-Orc or Human]

Your scars tell of many battles and your ability to shrug off blows with your incredible stamina. When you enter a battle-rage, your skin almost seems to be made from granite.

Prerequisites: CON 15, BAB +4, Battle-Scarred, Endurance, Toughness, ability to rage, and you must be a dwarf or a half-orc
Benefit: Whenever you use Full Attack action in combat to attack any opponent, you can apply your Constitution modifier as a Natural Armor Bonus to your AC for one round.

*TACTICAL SENSITIVITY [Racial : Elf or Human]

Your knowledge of tactics enable you to predict when and where your enemies try to ambush you.

Prerequisites: INT 13, BAB +1, and you must be an elf
Benefit: Once per day, you may choose to add your Intelligence modifier to your Initiative rolls instead of your Dexterity modifier. In addition to this, you receive +1 Bonus to your Initiative when you use this feat.

*WANDERING SOUL [Racial: Halfling or Human]

Your travels around the lands far and near have taught a smattering of different tongues and customs and how to survive.

Prerequisites: INT 13, Linguistics 4 ranks, and you must be a halfling or a human
Benefit: You may take 10 on all the following skills or try them untrained, even if they're not class skills for you and even though you don't have any ranks in them (except Linguistics, in which you must have 4 ranks): Survival, Knowledge (Local), and Linguistics. You also receive +1 Competence Bonus to your skill checks with these skills.

Dark Archive

David Fryer wrote:

One that I would like to add is this:

Versatile(Racial)
Prerequisite: Half-elf or half-orc, 1st level only
You were raised among humans and have a more varied background than others of your kind.
Benefit: You gain one extra skill rank at first level and on additional rank at each additional level.

Hmmm... I would definitely give it to Half-orcs, but I was thinking that Half-elves would get to pick the "best of the both worlds" (i.e. both from the Human and Elven Racial Feat lists) and therefore would have no Racial Feats of their own. I think that would make them a "better" race in the eyes of the players... on the other hand, it is indeed quite logical that Half-elves would learn from their parents. I need to think about it! :)

EDIT: Added your suggestion to my Half-orc list as 'Versatile Background'

Liberty's Edge

In my old FR campaign, I allowed the PCs to gain a Regional or Racial feat for free at 1st level if they started the character with a Favored Class for that race or region. It added to the reason for Favored Class, and did little to unbalance the game. It was, after all, only one free feat out of the glut of feat options.


Arnim Thayer wrote:
In my old FR campaign, I allowed the PCs to gain a Regional or Racial feat for free at 1st level if they started the character with a Favored Class for that race or region. It added to the reason for Favored Class, and did little to unbalance the game. It was, after all, only one free feat out of the glut of feat options.

IMC i gave one additional feat at level 1 that was a birthright feat, and could only be taken from a limited list. each region / race in my homebrew added a feat to this list (normally a 'better' feat) as well as designating a skill a class skill (so everyone from the civilised heartlands had diplomacy as a class skill, people from the wilderness areas had survival etc etc)

details here

although this worked really well for my campaign, i think its too specific for a core rule set and maybe needs to go into campaign source books - though i'd have no objection to the idea of a birthright feat being in the core books....

as to racial feats in general - I really, really like the idea of a selection of racial feats that enable your character to fit the racial stereotype better, and not feats that give you new, cooler abilities
so i'd say that racial feats should be limited to ~6 feats per race.

Dark Archive

Arnim Thayer wrote:
In my old FR campaign, I allowed the PCs to gain a Regional or Racial feat for free at 1st level if they started the character with a Favored Class for that race or region. It added to the reason for Favored Class, and did little to unbalance the game. It was, after all, only one free feat out of the glut of feat options.

That is my intention, too -- I'm going to give one free Racial Feat at 1st level to see how it affects gameplay, future Feat choices, balance and overall "effectiveness" of the PCs.

I'm sure that my suggestions include "too good" Feats and badly-designed or even outright stupid ones -- I just have stared at them for too long to see it myself. For example, one of the players pointed out that the early version of 'Armor of Leaves' was a "must" choice for all elven wizards, so I had to tweak it a bit (it gave an automatical +2 AC Bonus and +1 Initiative Bonus to all elven characters with DEX 13 or higher). Therefore, all comments and feedback are appreciated. :)


Asgetrion wrote:
Arnim Thayer wrote:
In my old FR campaign, I allowed the PCs to gain a Regional or Racial feat for free at 1st level if they started the character with a Favored Class for that race or region. It added to the reason for Favored Class, and did little to unbalance the game. It was, after all, only one free feat out of the glut of feat options.

That is my intention, too -- I'm going to give one free Racial Feat at 1st level to see how it affects gameplay, future Feat choices, balance and overall "effectiveness" of the PCs.

I'm sure that my suggestions include "too good" Feats and badly-designed or even outright stupid ones -- I just have stared at them for too long to see it myself. For example, one of the players pointed out that the early version of 'Armor of Leaves' was a "must" choice for all elven wizards, so I had to tweak it a bit (it gave an automatical +2 AC Bonus and +1 Initiative Bonus to all elven characters with DEX 13 or higher). Therefore, all comments and feedback are appreciated. :)

I have to admire your creativity and time to come up with all of these. I like the idea alot but it just helps feed my one glaring dislike in all 3.X systems... there just arent enough feat choices for all the shiny goodies...

I like the idea of offering one free racial feat at 1st... maybe even create a system where you get a racial feat at incrimented steps.. (1, 5, 10, 15, 20) or such?

Would it be possible to get a pdf version of the more polished list up?

Keep up the good work!

Silver Crusade

Great job on the racial feats. These are just the things to spice my half-orc barbarian as well as my dwarven fighter.

Dark Archive

greypaladin wrote:
Asgetrion wrote:
Arnim Thayer wrote:
In my old FR campaign, I allowed the PCs to gain a Regional or Racial feat for free at 1st level if they started the character with a Favored Class for that race or region. It added to the reason for Favored Class, and did little to unbalance the game. It was, after all, only one free feat out of the glut of feat options.

That is my intention, too -- I'm going to give one free Racial Feat at 1st level to see how it affects gameplay, future Feat choices, balance and overall "effectiveness" of the PCs.

I'm sure that my suggestions include "too good" Feats and badly-designed or even outright stupid ones -- I just have stared at them for too long to see it myself. For example, one of the players pointed out that the early version of 'Armor of Leaves' was a "must" choice for all elven wizards, so I had to tweak it a bit (it gave an automatical +2 AC Bonus and +1 Initiative Bonus to all elven characters with DEX 13 or higher). Therefore, all comments and feedback are appreciated. :)

I have to admire your creativity and time to come up with all of these. I like the idea alot but it just helps feed my one glaring dislike in all 3.X systems... there just arent enough feat choices for all the shiny goodies...

I like the idea of offering one free racial feat at 1st... maybe even create a system where you get a racial feat at incrimented steps.. (1, 5, 10, 15, 20) or such?

Would it be possible to get a pdf version of the more polished list up?

Keep up the good work!

Thanks! It's taken some time, but once I got into "full swing", it became easier and easier to come up with thematically "proper" (at least in my opinion ;) feats. I know that it's going to take time to see how they function in play and which choices are too good and which don't appeal to players at all. My players have already pointed out some mechanical "oddities" and even outright errors in some feats -- not to mention some feats having too few or too many prerequisites.

All in all my players liked them, and not just to get a "freebie" at first level, but also they seemed to think that these feats "enhance" or even strenghten the experience and feeling of playing different races. For example, a human and dwarf fighter might behave very differently in combat most of the time, even if they had same Combat Feats.

I completely agree with your suggestion that racial feats should be automatically available at incremented steps -- I'm just worried how much more they would affect gameplay and balance between monsters and characters. Two 1st-level character easily defeated CR 2 and CR 3 monsters in my first session, and a group of orcs with an orc barbarian was a speed bump, not even a moderate threat.

I'll try to post or share some kind of "polished" compilation of the feats (I have them on a Word file now) with time, but I want to have a couple of sessions more under my wing to see how much needs reworking (i.e. I'll have to compile an errata first ;).

Dark Archive

Iron Sentinel wrote:

Great job on the racial feats. These are just the things to spice my half-orc barbarian as well as my dwarven fighter.

Thanks! One of my players took a look at the racial feats and decided to create a dwarven fighter with 'Deft Axe'. He'll probably pick 'Swift Charge' and 'Call to Battle' as his next choices (in addition to Mobility), and maybe even 'Hold the Bridge' eventually. He seemed to like them, and now he can get the shield bonus to AC every time he uses Full-Attack (he uses a Greataxe). My only concern is that combat will become even more "static" as it is now, but at least that character plans to pick Mobility soon.


Just a thought, what if racial traits didnt start until at least 2nd level? After all the basic race packages do a decent job of giving "racial" flavor to a character at 1st and that would help lessen the power boost at 1st level.

(Although it might just be easier to let the GM just adjust the opposition forces to reflect a slightly tougher group. Similar to what many of the playtesters on the boards have mentioned with using the Pathfinder RPG vs. 3.5 characters in existing modules.)

Silver Crusade

Asgetrion- I have two questions regarding your racial feats. I noticed that dwarven feats like Axe Defender and Deft Axe apply to battle-axes and dwarven waraxes. What about the dwarven urgosh? After all, it is an axe, despite the spear point at the other end.

Also, I noticed that just about every race got mentioned in the feats, including gnomes. (In a few halfling feats, that is). What are your thoughts on half-elves and racial feats?

Keep up the good work!

Dark Archive

Iron Sentinel wrote:

Asgetrion- I have two questions regarding your racial feats. I noticed that dwarven feats like Axe Defender and Deft Axe apply to battle-axes and dwarven waraxes. What about the dwarven urgosh? After all, it is an axe, despite the spear point at the other end.

Also, I noticed that just about every race got mentioned in the feats, including gnomes. (In a few halfling feats, that is). What are your thoughts on half-elves and racial feats?

Keep up the good work!

I completely forgot to include Dwarven Urgosh in those feats -- that'll be fixed ASAP! :) If you're using those feats, include the Dwarven Urgosh in the benefits.

I have written some Racial Feats for gnomes, and there is also some "overlap" between them and halflings (i.e. both have access to certain feats), but I have to confess that since none of my players wanted to play a gnome this time, I haven't made a serious effort to wrote Racial Feats for them. Yet I will as soon as my campaign is in "full swing" (i.e. after a few sessions).

I allowed the half-elves in my group to pick from human and elven Racial Feats, since it felt logical and I also felt that they needed a "boost" (they are still "inferior" to humans in PF Alpha). In fact, it seems that it made half-elves a more appealing choice in my group. :)


I had a VERY long post here, but the Internet ate it.

To make a long story short (and leave out a bunch of suggestions), I was thinking something along the line of what GrayPaladin suggested, with feats granted every so often (and perhaps starting at lev 2).

I had really liked what was done with the Paragon Classes in UA, and I was thinking of building off of that (which I have IMG).

Also, I think the RF's (Racial/Regional Feats) belong in the PCG (Pathfinder campaign Guide), not the core rules.

Silver Crusade

Asgetrion-thank you for the answers to my questions.

Dark Archive

MarkusTay wrote:

I had a VERY long post here, but the Internet ate it.

To make a long story short (and leave out a bunch of suggestions), I was thinking something along the line of what GrayPaladin suggested, with feats granted every so often (and perhaps starting at lev 2).

I had really liked what was done with the Paragon Classes in UA, and I was thinking of building off of that (which I have IMG).

Also, I think the RF's (Racial/Regional Feats) belong in the PCG (Pathfinder campaign Guide), not the core rules.

Markus, these days I always use CTRL+C on all the posts, just in case, because that has happened to me, too, many times on the Paizo boards!

I have that book, too, and it seems that 4E and PF RPG took some very good ideas out of it. However, I wouldn't personally use the Racial Paragon Classes, because I feel that Racial Feats will probably do it better and appeal to players more than Racial "Substitution Levels".

I have to agree that these Feats probably don't need to be in the PF Core Rules, but they should be mentioned, at least. I've already asked for Racial Supplements, and apparently Paizo is thinking the same way and there *will* be racial books for the most races. :)

Dark Archive

Iron Sentinel wrote:
Asgetrion-thank you for the answers to my questions.

Thank you for asking them, and pointing out an obvious "error" in these Feats! I will fix those feats in my files, and this is also pretty relevant for my own campaign, because one of the PCs actually picked 'Deft Axe' as his 1st level Racial Feat (and I have a suspicion that he might want to change his Greataxe to Urgosh). :)


Hey would it be possible to post the Word file?
I really want to take a look at this but the post count has gotten prohibitive.

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