Regional Feats for the DRAGONLANCE® Campaign
by James O’Rance
[email protected]
Summary of Conversion: This document provides twenty-five new feats for characters in the DRAGONLANCE® campaign, based on roles, kits and cultural information found in Tales of the Lance (1074), Tree Lords (9319), Heroes of Steel (1150), Heroes of Defiance (9517) and Heroes of Hope (9546).
Posted: 29 November 2000
Last Updated: 31 January 2001
DRAGONLANCE® Regional Feats
Regional feats are feats that you can choose only if you come from a particular area. Some of these areas are very large (e.g., Solamnia, Silvanesti), while others are much smaller (e.g., a single city, such as Tarsis). You must have grown up in an area to choose a regional feat; merely moving to the region as an adult is not enought to gain the experiences of a native.
Note that many of these feats describe an occupation that a starting character might have held before becoming an adventurer. If you want to choose one of these feats during play, you should work with your DM to devise a storyline to explain this occurence.
Ambassador [General]
Arcane Distrust [General]
Arcane Education [General]
Barbaric [General]
Barmaid [General]
Beggar [General]
Displaced Nobility [General]
Escaped Slave [General]
Gladiator [General]
Handler [General]
Kirath [General]
Machiavellian [General]
Mariner [General]
Merchant [General]
Nobility [General]
Nomad [General]
Pirate [General]
Prestidigitator [General]
Scholar [General]
Seeker [General]
Smuggler [General]
Soldier [General]
Street Performer [General]
Spy [General]
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Your people fight through words rather than deeds, considering physical combat to be the last option when it comes to reconciling differences.
Regions: Daewar dwarves, Haven, Hylar dwarves, Qualinesti, Silvanesti, Whitestone (Sancrist).
Benefit: You gain a +2 competence bonus to all Diplomacy and Sense Motive checks.
Your people fear or distrust arcane magic and those who wield it, such as the Wizards of High Sorcery.
Regions: Abanasinia, Estwilde, Khur, Nordmaar, Plains of Dust, Solamnia, Taman Busuk, Throtl, Whitestone (Sancrist).
Benefit: You gain a +1 morale bonus to all saves against arcane spells. When fighting an opponent who has shown signs of being an arcane spellcaster, you gain a +1 morale bonus to damage rolls.
Special: Characters with this feat who become bards, sorcerers, or wizards lose the benefit of the feat.
Your people have preserved the arcane lore of the Age of Might, and do not fear learning it as do many of the peoples of Ansalon.
Regions: Dargonesti elves, Mithas, Qualinesti, Silvanesti, Thiewar dwarves.
Benefits: You gain a +2 competence bonus to all Knowledge (arcana) and Spellcraft checks.
Your people belong to a culture that is feared and misunderstood as “primitive” or “barbaric” by more civilised folk. People react very strongly to your intense peronality.
Regions: Estwilde, Icereach, Kagonesti elves, Kern, Khur, Nordmaar, Plains of Dust, Plainsmen (Qué Kiri, Qué Shu, Qué Teh), Saifhum, Taman Busuk, Throtl.
Benefit: You gain a +2 bonus on Intimidate and Sense Motive checks.
This feat represents the life experiences of a barmaid, innkeeper, or barkeep in the well-travelled regions of Krynn. You have worked in an inn or tavern serving others, and became used to dealing with a wide variety of people, or even defending yourself with chairs and skillets in occasional bar brawls.
Regions: Abanasinia, Flotsam, Kaolyn, Lemish, Northern Ergoth, Port Balifor, Saifhum, Sanction, Solamnia, Thorbardin.
Benefits: You gain a +2 competence bonus to all Sense Motive checks. When fighting with improvised weapons, you ignore penalties for nonproficiency.
You come from a large city where there exists a class of people that lives off the generosity of others, or deceives the more fortunate into giving them money.
Regions: Gwynedd, Kalaman, Klar dwarves, Palanthas, Port Balifor, Solanthus, Tarsis.
Benefit: You gain a +2 competence bonus to all Bluff and Gather Information checks.
Your family once held power in a region but was ousted or proven illegitimate.
Regions: Nordmaar, Sanction, Silvanesti, Throtl (humans only).
Benefit: You gain a +2 competence bonus to all Knowledge (nobility and royalty) and Sense Motive checks.
Special: This feat is generally available only to starting characters, or to those characters who were ousted from power during play.
Your people engage in slave trading, a scourge from which you have escaped.
Regions: Lemish, Sanction, Taman Busuk.
Benefit: Choose one Profession skill to reflect the tasks you performed as a slave. You gain a +2 competence bonus to all Hide checks, and to your chosen Profession skill checks.
Your people train gladiators to fight in the arena for others’ entertainment. Most are flashy, outlandish showmen skilled in pleasing the crowd.
Regions: Blode, Daltigoth, Kothas, Lemish, Mithas, Neraka, Sanction.
Benefit: You gain a +2 competence bonus to Perform checks, and proficiency in one martial or exotic weapon that is used in the arena.
Your people have little concern for ideas of ownership and personal property.
Regions: Goodlund (kender only), Hylo.
Benefit: You gain a +2 luck bonus to all Bluff and Pick Pocket checks.
Your homeland has been ravaged by nightmares. You belong to the kirath’ algos, the Vanguard of Hope, scouts who serves as observers of the nightmares – the eyes and ears of Silvanesti.
Regions: Silvanesti.
Benefit: You gain a +1 competence bonus to all Hide, Move Silently, and Wilderness Lore checks. You also know a secret language, Kirath, which consists of bird whistles and hand signals.
Your people are willing to use subtle measures to dispose of rivals and enemies, and have few qualms against using hired killers and assassins.
Regions: Daergar dwarves, Dairly Plains, Lemish, Neraka, Sanction, Theiwar dwarves, Zhakar dwarves.
Benefit: You gain a +2 competence bonus on Alchemy checks to prepare and identify poison, and a +2 competence bonus to Heal checks to treat poison.
Your people are renowned sailors, and your “sea legs” enable you to act quickly on board a ship.
Regions: Caergoth, Kalaman, Kothas, Lemish, Mithas, New Sea, Nordmaar, Saifhum, Sanction.
Benefit: You get a +2 competence bonus to all Profession (sailor) checks. While on board a sea-going vessel, you get a +1 bonus to initiative checks and a +1 dodge bonus to AC.
You come from one of the major centres of trade in Ansalon.
Regions: Abanasinia, Gwynned, Neidar dwarves, Qualinesti, Solamnia, Tarsis.
Benefit: Choose a Craft or Profession skill. You gain a +2 competence bonus to all Craft or Profession checks for that skill and a +2 competence bonus to all Appraise checks.
You come from one of the traditional noble dynasties of Ansalon.
Regions: Northern Ergoth, Qualinesti, Silvanesti, Solamnia, Tarsis, Whitestone (Sancrist).
Benefit: You gain a +2 competence bonus to Diplomacy and Knowledge (nobility and royalty) checks.
Your people live in rugged tribes that travel from place to place in their homeland.
Regions: Dargonesti elves, Dimernesti elves, Khur, Plains of Dust, Taman Busuk.
Benefit: You gain a +2 bonus to all Handle Animal and Wilderness Lore checks.
Your people are the scourge of the seas, attacking ships for wealth.
Regions: Flotsam, Kothas, Mithas, New Sea, Sanction.
Benefit: Choose one of the following weapons: Club, Dagger, Rapier, Scimitar, Trident. You gain a +1 bonus to attack rolls when fighting with this weapon, and a +2 bonus to all Intimidate checks.
Your people are naïve concerning magic of all kinds, allowing you to perform cheap tricks and employ fakery to make a living.
Regions: Abanasinia, Goodlund, Khur, Nordmaar.
Benefit: You gain a +2 competence bonus to all Bluff checks, and may spend skill points on Use Magic Device as a cross-class skill.
You come from a people who respect the search for knowledge and maintain a library or university.
Regions: Daewar dwarves, Gwynned, Haven, Hylar dwarves, Palanthas, Qualinesti, Silvanesti, Whitestone (Sancrist).
Benefit: You gain a +2 bonus to all Knowledge (history) checks, and to the checks of one other Knowledge skill of your choice.
You were educated by the Seekers of the New Gods in Haven, before the return of true clerics during the War of the Lance. Your theological training included coaxing power out of divine magical items, as though you were a cleric of the true gods.
Regions: Abanasinia.
Benefit: You can spend skill points on Decipher Script and Use Magic Item as cross-class skills.
You come from a region where smugglers earn a living by fencing questionanble goods and moving contraband behind the backs of government officials.
Regions: Caergoth, Flotsam, Kalaman, Palanthas, Saifhum, Sanction.
Benefit: You gain a +2 competence bonus on all Appraise and Bluff checks.
You come from a region that relies on military protection and offers soldiery as a professional career.
Regions: Blode, Dairly Plains, Kern, Khur, Lemish, Northern Ergoth, Sanction, Solamnia, Taman Busuk, Whitestone (Sancrist).
Benefits: You are proficient in one martial or exotic weapon of your choice, and gain a +2 competence bonus to all Heal checks.
A fixture of seedy towns like Flotsam and large cities like Gwynned in Northern Ergoth are street performers – men and women who dance or play their instruments on corners or in plazas.
Regions: Caergoth, Flotsam, Gwynned, Haven, Kalaman, Palanthas, Port Balifor, Port o’ Call, Sanction.
Benefit: You gain a +2 compentance bonus to all Gather Information and Perform checks.
Your people are often involved in intrigue, conspiracies, and insidious plots. You might be spying on a threat within your own society, or be gathering intelligence about enemies in other lands.
Regions: Kalaman, Neraka, Northern Ergoth, Palanthas, Qualimori, Sanction, Silvanesti, Silvamori, Thorbardin.
Benefit: You gain a +2 competence bonus to all Forgery and Gather Information checks.