[THINK TANK] Racial Feats


Ability Scores and Races

Dark Archive

There's a lot of discussion going on about racial abilities and how each races should "feel" thematically and mechanically in PF RPG -- which races should get +2 to X instead of Y, and why is class Z not a Favored Class for them. I personally think that the most elegant solution would be to "cut" certain Racial Abilities, and introduce them as Racial Feats.

Then there are the Traits, which are practically "half-feats", and PF Companion series will eventually introduce more and more of them for each race. I think Traits are a good idea, but some of the ones introduced so far are a bit too "flavourful" (i.e. tied to Golarion) to work in, say, Forgotten Realms or my own "homebrewed" setting. In addition to this, a lot of them are a bit "odd" (e.g. 'Artful Dodger' or whatever it was which gave you +1 to your Ref Save) -- not to mention that most of the traits give you "static" bonuses, instead of useful tactical "options".

These are the questions I've been pondering:

If there are Racial Feats in the game, should they be mechanically more like the 'Traits', i.e. 'half-feats'? Should you get them for free at certain levels, or should they be just "optional" Feats you pick instead of "generic" Feats? If you get them for free, do they affect the game balance too much, and make PCs way too powerful? Should only PCs get them, or should monsters (e.g. goblinoids) and NPCs get them, too? Do we even *need* Racial Traits, or maybe some flavoured 'Traits' for each race could cover that aspect of the rules just fine?

As it stands, we already posted a host of Racial Feats on the Alpha threads, and I've been using a lot of them in my own Alpha playtest campaign. I've been giving them as "freebies" at 1st, 5th, 10th, 15th and 20th level, and my players have liked them a lot, and said that they enhance the "feel" of each race in play (or maybe they just said that to get some extra stuff? ;).

In any case, I think I'm going to post my own Racial Feats here, and hope that others do so, too. Even though there wouldn't be any Racial Feats in PF RPG, I think we might give some ideas to Jason, Sean and others to work into Racial Traits.

One more thing: if you're going to post Racial Feats on this thread, please stick to the same format to make it easier for others to read them!

For example:

*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 have ranks in.

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

Dark Archive

Note that most of my own ideas for Racial Feats revolve around giving tactical options or bonuses in certain circumstances (e.g. when fighting adjacent to an ally) or re-rolls to saving throws, attacks, skill checks and ability checks. That is because I think that out of all the possible mechanical options, those are more "dynamic" than simply giving "+2 to skills X and Y" or "+1 to attacks against race W".

Feel free to comment on and criticize my ideas, and also to discuss the merits and flaws of the Racial Feat system. :)

EDIT: Some of my Racial Feats "overlap", so that two or more races may pick them (they're included in each race's list). Also, the "fluff" and names of some of the Feats may be "sucky", but feel free to comment about that, too (I originally typed them in a frenzy, so there may be a bunch of bad ideas there!).

Dark Archive

Here are my ideas and adaptations for ELVEN Racial Feats:
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*ACROBATIC CHARGE [Racial: Halfling or Elf]

You use your natural dexterity to avoid counterattacks while charging at your foes.

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 in arcane arts, which enables you to research new spells easily. 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]

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.

*CORELLON’S BLESSING [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.

*MAGICAL SENSITIVITY [Racial : Elf]

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

Prerequisites: INT 13, WIS 13, Perception 4 ranks, and you must be an elf

Benefit: You may try to notice magical auras in your surroundings. If you succeed in a DC 25 Perception Check, you may perceive magical auras in your surroundings as if you had successfully cast ‘Detect Magic’ for one round plus a number of rounds equal to your Intelligence Bonus. You may only try this a number of times per day equal to one plus your intelligence modifier.

*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 proud 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]

Your 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: CHA 13, and you must be a 1st level character, 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 +5, 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.

The Exchange

One idea I've long held, but never tried to put into play was to allow player characters to sacrifice certain racial traits in exchange for a bonus feat and/or skill (at first level only). This would reflect the fact that not all elves/dwarves/gnomes/etc. are created equal. Elves typically gain a +2 to their intelligence, but what if you want your elf character to be a bit slow? And why must all elves be proficient in the same weapons? Maybe your elf grew up in a very poor region where rapiers, long swords, bows and the like were unaffordable, and he had to make due with farm implements, but he developed the skill alter those implements into weapon-quality items, so he might sacrifice his usual weapon proficiencies in exchange for the Exotic Weapon feat and Craft (Weaponsmithing) skill at first level as a bonus feat/skill, for instance. Maybe he could never get the hang of reading or writing, so instead of studying things he couldn't grasp, he spent most of his time with woodland animals, learning their behaviors and subtleties, so he swaps out his racial stat bonuses for Animal Affinity or Track as a bonus feat at first level. Just a thought.

Dark Archive

Nightwish wrote:
One idea I've long held, but never tried to put into play was to allow player characters to sacrifice certain racial traits in exchange for a bonus feat and/or skill (at first level only). This would reflect the fact that not all elves/dwarves/gnomes/etc. are created equal. Elves typically gain a +2 to their intelligence, but what if you want your elf character to be a bit slow? And why must all elves be proficient in the same weapons? Maybe your elf grew up in a very poor region where rapiers, long swords, bows and the like were unaffordable, and he had to make due with farm implements, but he developed the skill alter those implements into weapon-quality items, so he might sacrifice his usual weapon proficiencies in exchange for the Exotic Weapon feat and Craft (Weaponsmithing) skill at first level as a bonus feat/skill, for instance. Maybe he could never get the hang of reading or writing, so instead of studying things he couldn't grasp, he spent most of his time with woodland animals, learning their behaviors and subtleties, so he swaps out his racial stat bonuses for Animal Affinity or Track as a bonus feat at first level. Just a thought.

I get your point, but I personally see "exceptional" and cultural circumstances being more suited as Background Feats or Traits. In fact, I *did* create some 'Racial Traits' as Racial Feats (especially for dwarves, e.g. Lion's Courage), but that was due to not wanting to add *too* many extra "layers" of complexity to my playtest campaign.

My design intention/goal with the Racial Feats I did was to enhance and emphasize certain (stereptypical) racial aspects (e.g. "Dwarves are tough and excel in melee combat", "Elves are known for their gift with the Arcane Arts and bowmanship"). I also wanted to make some classes, Favoured classes and multi-classing options feel more "special" and appealing to each race -- for example, I think that my Racial Feats include a lot of "goodness" for elven rangers, rogues and fighter/wizards, and dwarven fighters, clerics and fighter/clerics will find many Racial Feats that enhance the feel and "dynamic" options for them.

In retrospect, I *do* realize that some Racial Feats I created should be "generic" Feats, but when the Alpha rules came out, I explicitly wanted to have as many Racial Feats to playtest as only possible. When the 'Skills and Feats' design forum will be opened, I'll probably suggest some of them as "Core Feats". :)

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Alright, I'll post my Dwarven Racial Feats tomorrow... feel free to comment on the Elven feats. :)

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