Dark Sun Feats/Regions questions

Post/Author/DateTimePost
#1

squidfur-

Dec 07, 2005 23:00:29
As I've been focusing a bit more on the Forgotten Realms setting with my players, it's becoming increasingly obvious that the chapter detailing athasian feats is extremely underdeveloped. So, my question is - are there any plans to work on this, particularly in regards to 1)possibly adding more (regional?) feats and 2)clarifying the rules for any given region?
#2

Pennarin

Dec 08, 2005 1:40:15
I too want to see more feats, have better definitions on the prerequisites of certain feats, and have more regional feats from exotic regions.

Also eventually epic feats, among them an Epic Defiling feat and a number of epic Raze feats.

Kamelion created a feat doc for his players, taking from DS3 and several other sources. Its very inspiring and he makes full use of regional feats, having tremendous fun adding tons of regions to certain feats. Also he clarifies what is entailed by a regional feat, and that you can take more than one but there is a price for it.

Since I'm sure Kamelion does not want the doc reproduced on the boards, here is the index of his regional and racial feats which will give a casual browser a hint of the complexity a "proper" feat section should have.

Aarakocra: Mysteries of the Hraak’thunn Initiate, Nighteyes, Tested
Altaruk: Crodlulore, Mercantile Background, Veiled Method
Any Non-City: Rustic Charm
Any Slave Tribe: Slavelore
Any with slavery: Badge of Bondage
Balic: Crodlulore, Exercises of Irikos, Giantkiller, Landless Nobility, Mercantile Background, Merchant Scion, Performance Artist, Silt Diver, Spirit of the Silt, Tongue of the Trader, Veiled Method, World Weary
Bandit Kingdoms: Bareback Soul, Blooded, Border Watch, Crodlulore, Desert Fighter, Dunewalker, Raider's Spirit, Rapscallion
Black Sand Region: Bareback Soul, Blooded, Desert Fighter, Dunewalker, Raider's Spirit
Crescent Forest: Blooded, Border Watch, Defensive Expert, Glade-Walker’s Way, Gulgan , Jungle Fighter Method, Halfling Lore, Nature’s Child
Draj: Border Watch, Defensive Expert, Landless Nobility, Lore of the Grey, Mekillothead, Mercantile Background, Mercenary Background, Merchant Scion, Pureblooded Draji, Tongue of the Trader, Veiled Method, World Weary
Dwarf: Disciplined, Dwarflore, Metalsmith, Nighteyes, Noble Soul
Eldaarich: Blooded, Landless Nobility, Mercantile Background, Veiled Method, World Weary
Elf: Blooded, Desert Fighter, Dunewalker, Elflore, Legerdemain, Mercantile Background, Nighteyes, Raider's Spirit, Rapscallion, Tongue of the Trader, Well-Travelled
Estuary of the Forked Tongue: Blooded, Exercises of Irikos, Giantkiller, Silt Diver, Spirit of the Silt
Forest Ridge: Glade-Walker’s Way, Halfling Lore, Jungle Fighter, Mountain Fighter, Nature’s Child
Fort Amber: Desert Fighter, Dunewalker
Fort Iron: Desert Fighter, Dunewalker
Fort Ral: Desert Fighter, Dunewalker
Fort Skonz: Desert Fighter, Dunewalker
Gulg: Blooded, Border Watch, Crodlulore, Defensive Expert, Gulgan Method, Jungle Fighter, Landless Nobility, Mercantile Background, Merchant Scion, Mountain Fighter, Nature’s Child, Veiled Method, World Weary
Half-Giant: Mercenary Background
Halfling: Glade-Walker’s Way, Halfling Lore, Jungle Fighter, Nature’s Child, Noble Soul, Well-Travelled
Islands of the Silt Sea: Giantkiller, Heir of Akarakle, Second Sight, Silt Diver, Spirit of the Silt
Jagged Cliffs: Mountain Fighter
Kled: Desert Fighter, Dunewalker, Dwarflore, Mercantile Background
Kurn: Assistance, Landless Nobility, Mercantile Background, Mountain Fighter, Noble Soul, Veiled Method
Lost Scale: Pterranlore, Rapscallion
Makla: Mercantile Background, Mountain Fighter
Mul: Mekillothead, Mercenary Background
Nibenay: Artisan, Blooded, Border Watch, Defensive Expert, Exercises of Irikos, Fiendsign, Jungle Fighter, Landless Nobility, Mercantile Background, Merchant Scion, Mountain Fighter, Nibenese Method, Performance Artist, Shadowbound, Veiled Method, World Weary
North Ledopolus: Dwarflore, Mercantile Background, Silt Diver, Spirit of the Silt
Pterran: Earth Mother’s Mark, Pterranlore, Rapscallion, Valesong Rhymes
Pterran Vale: Pterranlore, Rapscallion, Valesong Rhymes
Raam: Artisan, Badna’s Favour, Blood of the Raging Mother, Blooded, Elflore, Fiendsign, Great Fervour, Landless Nobility, Mercantile Background, Merchant Scion, Veiled Method, World Weary
Salt View: Legerdemain, Mercantile Background, Mountain Fighter, Noble Soul, Performance Artist, Rapscallion
Scorched Plateau: Lays of the Magehome
Silt Archipelago: Elemental Focus, Silt Diver, Spirit of the Silt, Ukovenbond
Silver Spring: Elflore
South Ledopolus: Dwarflore, Mercantile Background, Silt Diver, Spirit of the Silt
Thri-kreen: Active Glands, Blooded, Dasl of the Great One, Desert Fighter, Dunewalker, Raider's Spirit, Well-Travelled
Tyr: Assistance, Freedom, Landless Nobility, Mercantile Background, Merchant Scion, Metalsmith, Mountain Fighter, Noble Soul, Tyrian Method, Veiled Method, World Weary
Urik: Artisan, Border Watch, Defensive Expert, Disciplined, Landless Nobility, Lion Guard Style, Mercantile Background, Mercenary Background, Merchant Scion, Raider's Spirit, Shadowbound, Veiled Method, World Weary
Walis: Mercantile Background, Mountain Fighter
Winter Nest: Mountain Fighter
#3

jon_oracle_of_athas

Dec 08, 2005 3:40:23
So, my question is - are there any plans to work on this, particularly in regards to 1)possibly adding more (regional?) feats and 2)clarifying the rules for any given region?

1) It's not a priority, but something we could do in the future. The feats chapter has 40 feats at the time being, which we've never considered to be a small number.

2) What do you mean by 'clarifying' - you can take one regional feat. That's it.
#4

Kamelion

Dec 08, 2005 6:13:43
Since I'm sure Kamelion does not want the doc reproduced on the boards...

Heh, that is basically because I ripped most of those feats from the two Greyhawk regional feat articles from Dragon magazine and if I made them generally available outside my own group I would get a spanking from Paizo... ;)

The articles take a slightly expanded approach to regional feat acquisition however. Here is a snippet cut & pasted from the intro section:
Regional feats (whether geographic or racial) supplement the feats available in the Player's Handbook, and count against a character's regular feat allotment. At 1st level, characters can select regional feats appropriate to the geographic areas in which they were raised. Characters also may select regional feats associated with their races, but characters can select racial feats associated with one race only. A human with Nibenese and Urikite blood must choose which racial strain is dominant and cannot thereafter select feats from the non-dominant racial strain.
You may learn feats from a new geographic region altogether. After 1st level, each 2 ranks in Knowledge (local) allow you to select a regional feat from another geographic region. Racial feats cannot be gained in this manner.
Regional feats are often more powerful than the standard feats in the Players Handbook. This rewards players for grounding their characters in the setting.


A recall reading that Paizo intend to make the Greyhawk regional feats generally available, however, so when they do that I guess it would be ok to post the DS versions...
#5

Pennarin

Dec 08, 2005 8:23:17
A recall reading that Paizo intend to make the Greyhawk regional feats generally available, however, so when they do that I guess it would be ok to post the DS versions...

Oooo mama!
#6

Pennarin

Dec 08, 2005 8:43:06
Jason Bulmahn (Associate Editor, Dragon Magazine) and Erik Mona (Editor-in-Chief, Dragon Magazine) are working to make the Greyhawk feats available as quickly as possible. The machine is in motion, so it is only a matter time before the Greyhawk feats become available for our Living Greyhawk fans.
- Mike McArtor (Assistant Editor, Dragon), Mon, Jan 17, 2005

Getting the final approval from WotC to put out PDFs of this thing has been trickier than we anticipated. I honestly don't understand the hold-up myself, but as I've been running both magazines and launching the new Age of Worms Adventure Path, it hasn't been a high priority for me.
- Erik Mona (Editor-in-Chief, Dragon & Dungeon), Fri, Apr 15, 2005

No news as to date of when the PDF will be released. If it indeed happens then it will be announced on the Paizo website.
#7

squidfur-

Dec 31, 2005 22:40:35
thought i'd point out that, using the 3.5 updated rules on regions (as we're really just basing ours off the Forgotten Realms rules anyway), the regions are divided first by race - then by actual region.
So, a human from tyr should have a different regional feat/equipment selection than, say, a dwarf from tyr.

also...have a question. what are the opinions of everyone about just what areas a "region" covers. example: does the "region" of Urik cover 1) the city of Urik, that's it 2) Urik and it's surrounding trade villages(all within a half-days walk of the city, described in RaFoaDK) OR 3) a large region encompassing Urik, it's trade villages, probably Makla, maybe the smoking crowns, over to the base of the ringing mountains, maybe half way to the ruins of yaramuke, and then down half way to silver spring...or so?

and another question...what, if any, other races should have a region selection? ie. should tareks have a region set? how 'bout nikaals? etc....
#8

kalthandrix

Jan 01, 2006 0:38:53
Feats are cool

Having more feats is better

Having a DM that will give 1 free regional feat
#9

jon_oracle_of_athas

Jan 01, 2006 6:35:10
Are you hinting at something, Kal? :P
#10

kalthandrix

Jan 01, 2006 8:25:51
Are you hinting at something, Kal? :P

I am the DM- I was just thinking it would be cool to maybe give my players a regional feat as a bonus sometime. Just an idea i am playing with.
#11

Pennarin

Jan 01, 2006 16:25:16
Kamelion's scheme - dunno if he came up with it - to allow for the taking of multiple regional feats is a great one. At 1st level you can buy one regional feat, from your home region, and after 1st level each 2 ranks in Knowledge (local) allow you to select a regional feat from another geographic region.

If I understand it correctly, you can never have more than one feat from any given region. So its pretty cool in the end: Zeburon can have a Urikite-only feat, and later on a slave-only feat, then a Black Sand Region-only feat.
#12

bengeldorn

Jan 02, 2006 0:23:28
Kamelion's scheme - dunno if he came up with it - to allow for the taking of multiple regional feats is a great one. At 1st level you can buy one regional feat, from your home region, and after 1st level each 2 ranks in Knowledge (local) allow you to select a regional feat from another geographic region.

If I understand it correctly, you can never have more than one feat from any given region. So its pretty cool in the end: Zeburon can have a Urikite-only feat, and later on a slave-only feat, then a Black Sand Region-only feat.

Don't know if I understand this right. I just want to mention that Knowledge (local) isn't just one skill, but several skills. For each region you have to spend your points seperatly.
For exampel:
Knowledge (local - Urik) 2 ranks
Knowledge (local - Raam) 4 ranks

I don't like the idea giving more than one regional feat to a character as they are more powerfull than regular feats. Besides that, regional feats should represent the characters background or better those who decide to play a typical character from a region should be rewarded with the oportunity to take a more powerfull feat. This is my opinion and reading the regional feat system of FR, it seems they intended the same.

I myself would like to see a regional feat system for DS that follows the one of the Player's Guide to Faerûn, but this would require much more feats and much more efforts IMO.
#13

Pennarin

Jan 02, 2006 2:59:06
Don't know if I understand this right. I just want to mention that Knowledge (local) isn't just one skill, but several skills. For each region you have to spend your points seperatly.
For exampel:
Knowledge (local - Urik) 2 ranks
Knowledge (local - Raam) 4 ranks

Exactly.

I don't like the idea giving more than one regional feat to a character as they are more powerfull than regular feats. Besides that, regional feats should represent the characters background or better those who decide to play a typical character from a region should be rewarded with the oportunity to take a more powerfull feat. This is my opinion and reading the regional feat system of FR, it seems they intended the same.

I myself would like to see a regional feat system for DS that follows the one of the Player's Guide to Faerûn, but this would require much more feats and much more efforts IMO.

Regional feats are potentially more powerful than general feats, not automatically so. The more powerful the feat, the more prerequisites it has. A feat can be balanced by upping its prerequisites, and more so by requiring the character be of a specific region, which can mean geographical region (Urik, Black Sands) or part of a social group (slave, noble). Ensuring a character purchases ranks in the appropriate Knowledge (local)* skills further ensures balance.

There are some powerful feats out there, and they are obtained only after purchasing the entire tree of feats that precedes them. A regional feat can be as costly, requiring to character to be from the region in addition to class, score, or racial abilities. The price paid so as to be considered from the region is a given number of ranks in Knowledge (local). Another scheme can be imagined, this is but one proposal.

* Obviously, a feat availlable to slaves is unrelated to the Knowledge (local) skill or a geographical region, and as such must be a feat that can only be taken by 1st level characters.
#14

bengeldorn

Jan 02, 2006 6:24:59
Regional feats are potentially more powerful than general feats, not automatically so. The more powerful the feat, the more prerequisites it has. A feat can be balanced by upping its prerequisites, and more so by requiring the character be of a specific region, which can mean geographical region (Urik, Black Sands) or part of a social group (slave, noble). Ensuring a character purchases ranks in the appropriate Knowledge (local)* skills further ensures balance.

Well I don't agree, that by taking ranks in the approptiate Knowledge (local) skill should qualify for regional feats. As I said before that regional feats are something that should be connected to a characters background. Usually a charakter has spent all his life in one region and therefor he had been reared in the ways that are typical for that region. Taking only two ranks in one knowledge skill isn't IMO the same as spending his childhood in a specific region. Besides that taking more than one regional feat is FR 3.0, FR 3.5 allows only 1 regional feat, that can only be taken at 1st level, which confirms what I was saying with the childhood. A character usually has lived for about 1/5 of his life in one region (for example a human has spend 19 years* of his 81 years* in ine region). During this time he learned what was typicall for this region and was reared in the way the region teached the children. Now taking this as the prerequisite for a regional feat, then I don't think, that two ranks in a knowledge skill, would hardly be the same. Another point, why I don't like allowing additional regional feats by ranks in Knowledge (local) is, that for every charakter with the appropriate background it is equally easy to take a regional feat, but if it would be based on a number of ranks in Knowledge (local), then those who have Knowledge (local) as a class skill would have it easier than those who have it as a cross-class skill. IMHO this shouldn't be the case.

* These numbers are based on tables 6-4 and 6-5 of the PHB.
19 years = 15 years (starting age) + [2.5 years (avarage of 1d4 for the 1st category) + 3.5 years (avarage of 1d6 for the 2nd category) + 7 years ( average of 2d6 for the 3rd category)] / 3 (numbers of categories)
and
81 years = 70 years (venerable) + 11 years (avarage of 2d20 from maximum age)
#15

squidfur-

Jan 02, 2006 21:20:40
I'd have to agree with Bengeldorn on this one. Selecting more than one regional feat, due to accumulation of the knowledge (local) skill, is a hold-over from Forgotten Realms 3.0. In 3.5, however, this was dropped, allowing for only one regional feat, at first level, and only at first level.
#16

Kamelion

Jan 04, 2006 11:23:41
Kamelion's scheme - dunno if he came up with it - to allow for the taking of multiple regional feats is a great one. At 1st level you can buy one regional feat, from your home region, and after 1st level each 2 ranks in Knowledge (local) allow you to select a regional feat from another geographic region.

If I understand it correctly, you can never have more than one feat from any given region. So its pretty cool in the end: Zeburon can have a Urikite-only feat, and later on a slave-only feat, then a Black Sand Region-only feat.

That's not a system of my own devising - it is part and parcel of the Greyhawk Regional Feat system that was introduced in the articles. I think that Erik Mona was the author of those...
#17

Pennarin

Jan 04, 2006 14:06:59
That's not a system of my own devising - it is part and parcel of the Greyhawk Regional Feat system that was introduced in the articles. I think that Erik Mona was the author of those...

Thanks for the info, I must have skiped the article's introduction.

Hey guys, who cares what another setting has done? Those are usually very good benchmarks for crafting our own rule sets, but they are not manacles telling us what we can or cannot do....so I ask: Do you want the possibility for the taking of more than one regional feat (given the appropriate mechanic to back it up) ?
#18

bengeldorn

Jan 04, 2006 14:40:41
Thanks for the info, I must have skiped the article's introduction.

Hey guys, who cares what another setting has done? Those are usually very good benchmarks for crafting our own rule sets, but they are not manacles telling us what we can or cannot do....so I ask: Do you want the possibility for the taking of more than one regional feat (given the appropriate mechanic to back it up) ?

No, I don't. I've given the reasons why in my previous post. That FR 3.5 does it this way, just confirms my PoV. If you/someone could give me a good explanation, why a character should be able to take more than one regional feat, I might consider my position, but I don't think 2 ranks in Knowledge (local) will work for me (again I've given a reason for my PoV in my previous post).
#19

ruhl-than_sage

Jan 04, 2006 14:50:42
Thanks for the info, I must have skiped the article's introduction.

Hey guys, who cares what another setting has done? Those are usually very good benchmarks for crafting our own rule sets, but they are not manacles telling us what we can or cannot do....so I ask: Do you want the possibility for the taking of more than one regional feat (given the appropriate mechanic to back it up) ?

I don't mind the idea of taking more than one regional feat, but I don't think anyone should be able to select a regional feat from region that they aren't from unless there is really good justification. For me taking a couple of ranks in Knowledge Local for the region isn't good enough justification, nor does it really seem necessary. How many characters have you played that didn't have knowledge local in even their home region? IMO you should have to spend at least 10 years in the region before you count as being from the region for the purposes of qualifing for a regional feat.

So a character from Urik who joined the Tyrian revolution right after the fall of Kalak wouldn't qualify for any Tyrian regional feats until Free Year 10, and then only if he had spent the vast majority of his time in Tyr.
#20

bengeldorn

Jan 04, 2006 14:57:41
I don't mind the idea of taking more than one regional feat, but I don't think anyone should be able to select a regional feat from region that they aren't from unless there is really good justification. For me taking a couple of ranks in Knowledge Local for the region isn't good enough justification, nor does it really seem necessary. How many characters have you played that didn't have knowledge local in even their home region? IMO you should have to spend at least 10 years in the region before you count as being from the region for the purposes of qualifing for a regional feat.

So a character from Urik who joined the Tyrian revolution right after the fall of Kalak wouldn't qualify for any Tyrian regional feats until Free Year 10, and then only if he had spent the vast majority of his time in Tyr.

That's something I could live with, but this seems to be very unlikly, as most PC's don't rest that long within a state. I'd take that as a house rule, but I don't see it as an official rule.
#21

ruhl-than_sage

Jan 04, 2006 15:21:35
Yah, I can see your point.

In that case the official rule should not allow any character to gain regional feats from any region other than their own.

A small block of text could be inserted describing possible exceptions for strange cases. Such as a child raised in Raam until he was 12 who then lived in Urik until the start of the game at age 25, or the situtation I mentioned previously.
#22

bengeldorn

Jan 04, 2006 15:39:42
Yah, I can see your point.

In that case the official rule should not allow any character to gain regional feats from any region other than their own.

A small block of text could be inserted describing possible exceptions for strange cases. Such as a child raised in Raam until he was 12 who then lived in Urik until the start of the game at age 25, or the situtation I mentioned previously.

Offering something like that as an optional rule sounds ok. But than again I'm just thinking that these are very few cases (except maybe for slaves, but those should have a region for their own IMO). I was just wondering if something like in the Player's Guide toi Faerûn should be done with human races, and create different discriptions for humans by their regions. If that is going to come than I would be even against this optional rule, as a charakter who doesn't live in his home region is very uncommen and shouldn't get any regional feat IMO. If all humans have the same discription, than adding this optional rule would be ok and I'd even allow it in my game.
#23

kalthandrix

Jan 04, 2006 18:00:13
I would suggest breaking out the racial / regional feats out a bit better. I have no particular like or dislike for multiple regional feats. I think the DMs should monitor what feats the PCs are taking. IMC if a character wants a feat not in the PH, XPH, or DS Player Manual then I look into exactly what the feat does and if it fits within my game. Most of the time I do not let them (I squash power gaming min/maxing and try to replace it with good role-playing). Now if, in my campaign, a character came from Balic (created to be from there) and then after Whispers decided to take up residence in Draj, I would require that they get citizenship and live in the area for several levels.
#24

squidfur-

Jan 17, 2006 21:49:29
also...have a question. what are the opinions of everyone about just what areas a "region" covers. example: does the "region" of Urik cover 1) the city of Urik, that's it 2) Urik and it's surrounding trade villages(all within a half-days walk of the city, described in RaFoaDK) OR 3) a large region encompassing Urik, it's trade villages, probably Makla, maybe the smoking crowns, over to the base of the ringing mountains, maybe half way to the ruins of yaramuke, and then down half way to silver spring...or so?

Felt it to be pretty important to get an answer to this one...it seemed to have gotten lost in the jumble. :D
#25

nytcrawlr

Jan 17, 2006 22:20:09
I'd have to agree with Bengeldorn on this one. Selecting more than one regional feat, due to accumulation of the knowledge (local) skill, is a hold-over from Forgotten Realms 3.0. In 3.5, however, this was dropped, allowing for only one regional feat, at first level, and only at first level.

Good question. I can post what I have done so far somewhere if people want, but I eventually gave up because I very quickly had a huge amount of regions and wasn't sure if I should make them that small.

Basically I had the city-states and outlying client villages as one region, with the exception of Kled, which was its own region. That's pretty close to what I would like to see officially.

I should probably post these somewhere, easier to explain that way...
#26

nytcrawlr

Jan 17, 2006 22:37:34
Ok, I did it more like the Background system from Wheel of Time and I think Conan (can't remember the other book that does Backgrounds like WoT does).

What I have is in .pub format right now, I may try and get it posted to my site sometime soon.

Ok, I can at least post the regions/backgrounds I did so far with out too much trouble.



Altaruk
Balican
Black Sand Region
Black Spine Mountains
Brown Elf
Celik
Crescent Forest
Cromlin
Drajan
Endless Sand Dunes
Estuary of the Forked Tongue
Euripis
Forest Ridge
Great Ivory Plain
Great Salt Flat
Gulg
Hermit
Hinterlands
Jeral
Ket
Kled
Last Drink
North and South Ledopolus
Makla
Mekillot Mountains
Mountains of the Sun
Nibenay
Night Runner
Ogo
Pterran
Raammite
Ringing Mountains
Road of Fire
Salt View
Sea of Silt
Shault
Silt Archipelago
Silt Stalker
Silver Hand
Sky Singer
To’ksa
Tyrian
Urikite
Verdant Belt
Walis
Water Hunter
Windbreak Mountains
Wind Dancer
Winter Nest
#27

Zardnaar

Jan 18, 2006 0:52:57
I was going to post my suggestions for a Players Guide to Athas offering suggestions on converting PrCs and feats from the Players Guide to Faerun into a DS conversion. I was only going to cover the 7 cities initially though + New Kurn/Kurn.
#28

squidfur-

Jan 18, 2006 23:28:25
Hey Nyt, any chance you might post a quick summary of the differences between the WoT background rules, and the regional/background rules as presented in FR (3.5 updated rules in Player's Guide to Faerun)?
#29

nytcrawlr

Jan 19, 2006 7:39:50
Hey Nyt, any chance you might post a quick summary of the differences between the WoT background rules, and the regional/background rules as presented in FR (3.5 updated rules in Player's Guide to Faerun)?

Yeah.

When I get home I will post some info for you guys.
#30

jon_oracle_of_athas

Jan 19, 2006 9:50:33
A small block of text could be inserted describing possible exceptions for strange cases. Such as a child raised in Raam until he was 12 who then lived in Urik until the start of the game at age 25, or the situtation I mentioned previously.

There's no reason for us to open a door for munchkins. Individual DMs would have to decide on this either way, so let them decide on their own in the first place. A rule, even an optional one, opens doors that we don't want to open in the official rules.
#31

nytcrawlr

Jan 19, 2006 20:41:20
Ok, backgrounds are in d20 Modern and Grim Tales, but what I am using is from Wheel of Time.

All they are is taking the specific regions from the world and pretty much expanding on the idea that FR did originally.

The background you pick decides some of the qualities for your character like special feats unique to the character's particular background, extra class skills depending on the background you choose, what the home languages are for said background, bonus languages you receive for said background, bonus favored class, and certain restrictions that you have to abide by.

This is what I have on it so far:



Backgrounds
The sandy wastes, rocky badlands, scrub plains, ringing mountains, and forests of Athas are home to a multitude of inhabitants. From the City-States, the client and slave villages under their control, to the free villages and merchant house forts that dot the barren wasteland of Athas, make up only a handful of the numerous regions from which someone might hail from. Someone from the City-State of Tyr will look, act and talk differently from someone from the Forest Ridge, or the lesser known Hinterlands region. Of course a Thri-kreen or a desert hermit sticks out like a sore thumb in just about any City-State on Athas. Though most intelligent inhabitants of Athas are humanoid in nature where they come from influences what they’re like, how they think and act, and the way they develop when they grow up. In the Dark Sun roleplaying game, you reflect these sorts of differences by choosing a background for your character.

Choosing a Background
After you roll your ability scores, and before you write them down on your character sheet, select your character’s background. “Background” is a broad term, generally referring to the region of culture from which your character arises. A character can only have one homeland, so you cannot enjoy the background benefits of both Tyr and the untamed Hinterlands, even if you decide your character was raised in a merchant family that traveled throughout both regions as a child. You must choose the one that best fits the concept of your character.
As you think about your background, you’ll probably also want to consider the class you have in mind, as some background lend themselves to particular classes more than others. Thri-kreen, for example, can be druids, but their homeland and upbringing make them better suited as psychic warriors.
Your character’s background gives you plenty of cues as to what sort of person she is, how he feels about characters of other backgrounds, and what might motivate her. Remember, however, that these descriptions of the regions apply to the majority of people. In each background, some individuals diverge from the norm, and your character could be one of these. Don’t let descriptions from a background stop you from detailing your character as you see like.
Characters have several backgrounds to choose from, some being restricted to a certain race and sometimes class. Table ?-? Character Backgrounds is just a fragment of what the particular region is about, describing dialects, bonus background feats, bonus skills, and what restrictions are imposed by picking said region. Please see Chapter 1: Wanderer’s Journal for more information on the various background regions.

Background Feats
On Table ?-? Character Backgrounds, the first column contains several feats for each background. These special feats represent the common sorts of talents people from that region learn. Choose one of them for your character.
All of these special feats are described later in Chapter blah: Feats. Not all of the background feats are limited to just that particular background and can therefore be taken by any character as well.
You can acquire more of your background feats later in your adventuring career. With a few exceptions, any feats available for your background that you don’t select at 1st level are still available the next time you gain the ability to select a feat.
You may even learn feats from another region altogether. After 1st level, each 2 ranks in Knowledge (Local) you have allow you to select feats from one other background. Thus if you have 4 ranks in Knowledge (Local) by the time you reach 3rd level (which is when you get to add another feat—see chapter blah(5) for details), the list of feats you can choose from includes feats from up to two additional backgrounds of your choice.

Background Skills
The next column on Table ?-? Character Backgrounds, gives several skills for each background. These are skills commonly acquired by people from that background. Select one skill from your background for your character, this skill is in addition to those skills gained from your class, you get four ranks in that skill, and these ranks are in addition to the ranks you get for your class (see Chapter Blah: Classes).
The skills associated with your background are considered class skills for you, regardless of which class you go on to choose for your character. See Chapter Blah: Skills for more information on class skills and cross-class skills.

Home Language
Although most inhabitants of the Tyr region and beyond can speak the Common tongue, this is not the only language in existence for the world of Athas, in fact most people that speak the Common tongue are only just Nobles, Merchants and Traders of varying races, classes and backgrounds. Every City-State and most of the larger villages have their own language, add to this fact that most races have their own languages as well, then suddenly Athas becomes a world full of different cultures and languages, where conflicts can brew due to something as simple as normal communication.
Your home language or dialect is your native tongue, taken from column four from Table ?-? Character Backgrounds—the language that you speak, and is also the same language as your race if you are non-human. (Your character can only speak all the languages that she knows since reading and writing is outlawed, unless of course the background you pick grants you the ability to take the Literacy feat.)

Bonus Languages
Smart characters (those with Intelligence scores 12 or higher) might speak other languages as well. You are entitled an additional bonus language for each one point of your Intelligence modifier. For example, if you have an Intelligence of 14, that is a +2 modifier and would therefore entitle you to two additional bonus languages. These additional bonus languages are in addition to bonus languages you can pick for the race you choose with one restriction, they must come from those listed from your chosen background in column five from Table ?-? Character Backgrounds. You are still limited to your Intelligence bonus for the total of all languages you can learn.

Bonus Favored Class
Most backgrounds have a regional Favored Class attached to them. When taking a background that has a Bonus Favored Class be aware that it does indeed stack with all your racial Favored Classes as well, all other rules pertaining to Favored Class still apply. In the case of races with “Any” as their Favored Class, this means that they can reference the highest class level they have along with the Bonus Favored Class they receive from their background when it comes to bonus feats for gaining levels in your Favored Class and other similar rules.

Restrictions
Finally, some character backgrounds impose restrictions upon your character. These are mentioned in the backgrounds in question under their own column in Table ?-? Character Backgrounds.
Race Restriction: You can only be of the race provided in this column of Table ?-? Character Backgrounds when choosing this background.
Class Restriction: You can’t be of the class provided in this column of Table ?-? Character Backgrounds at 1st level during character generation. Later, however, when you gain sufficient XP to obtain the next character level, you may take this class just like any other character.
Skill Restriction: You may not buy the listed skill at 1st level during character generation. Later, however, when you gain additional skill points by increasing your character’s level, you may buy the skill just like any other character.


The next part is just defining the regions if we need to adjust the ones I did and then assigning the benefits and restrictions of said background.

If someone took the Balic background for example:

(can't figure out the new way of doing tables (god I just want to be able to use HTML!) so I am doing this the hard way)

Background = Balic

Bonus Feats = Area of Expertise
Cross-Class Learning
Duck and Weave
Etiquette
Gifted Learner
Performance Artist

Background Skills = Craft (any one)
Drive (silt skimmer)
Knowledge (local)
Knowledge (warcraft)
Perform (rhapsodes)
Perform (poetry)
Profession (any one)

Home Language = Balikite

Bonus Languages = Common
Dwarven
Elven
Giant

Bonus Favored Class = Expert

Race Restrictions = Any

Class Restrictions = Druid
Sorcerer
Wilder

Skill Restrictions = Swim
#32

squidfur-

Jan 19, 2006 21:37:16
I realized late last night that I forgot the background feats for FR were in the Champions of Valor book. With these new rules, it pretty much works as you've posted with the following differences:

background skills - which I'm rather digging the concept of, although this would be a lot of work.

bonus favored class - which I'm a bit iffy on.

and the restrictions section - which I'm rather against. 3.5 has always been about choices not restrictions, and I think we need to keep with that, at least on an official level.

oh, and you can only take one regional or background feat - which I'm in agreement with. The thing with regional/background feats is that they are more powerful than normal feats and more than one offsets the balance of things.
#33

nytcrawlr

Jan 19, 2006 23:23:01
background skills - which I'm rather digging the concept of, although this would be a lot of work.

Agreed, but I think they are worth it.

bonus favored class - which I'm a bit iffy on.

Yeah, I'm kinda neutral on this as well.

and the restrictions section - which I'm rather against. 3.5 has always been about choices not restrictions, and I think we need to keep with that, at least on an official level.

Agreed, this was created back in the day of 3.0 when a things like this still existed. I think it adds a bit more flavor to the whole regions things, but as far as official goes I am willing to nix it.

oh, and you can only take one regional or background feat - which I'm in agreement with. The thing with regional/background feats is that they are more powerful than normal feats and more than one offsets the balance of things.

Yeah, I need to update this to that ruling. Initially I was just trying to get this out of WoT and into doc format and then upgrade it from there. I got sidetracked, then busy, etc. and haven't had a chance to get back to it since.

I guess the first part would be to get a consensus on what a region/background should and should not be.
#34

megatherion

Jan 20, 2006 5:57:28
Hmm, what about pterrans? I see that you have backgrounds sorted out through locations bat can't seem to find Lost Scale/Pterran Vale.. Error?

Edit: ...because personally I think Hinterlands are too general a term to be used anyhow.
#35

nytcrawlr

Jan 20, 2006 7:06:20
Hmm, what about pterrans? I see that you have backgrounds sorted out through locations bat can't seem to find Lost Scale/Pterran Vale.. Error?

Edit: ...because personally I think Hinterlands are too general a term to be used anyhow.

I left them out of what I did because I play with the first box set and I wasn't going to have the pterrans found till later if the PCs so decided to go over in that area.

But you are correct, they should have their own background as well, I will adjust that.
#36

the_peacebringer

Jan 26, 2006 11:04:06
Here are a couple of regional feats I came up with for Gulg. All are related to Gulg's People:

Gift of the Kirre [General]
You are of the human-kirre-children and your ancestry physically shows. You are seen as a chosen one among your People.
Prerequisite: Con 13+
Region: Gulg
Benefit: You gain a +2 bonus on diplomacy and intimidate checks towards your People. Furthermore, you may choose one other gift.
Claws of the Kirre: Your damage is now lethal and slashing and you gain +2 bonus to climbing checks.
Stripes of the Kirre: You gain +2 bonus to hide checks in the forest and +1 Natural armor from your tough furred skin.
Eyes of the Kirre: You gain darkvision 30ft. and low-light vision.
Special: You may take this feat more than once, although the bonuses on diplomacy and intimidate checks don’t stack and you must choose a different gift. This feat can only be taken at first level even if you take more than one.

Blessing of the Moon [General]
You are considered a Moon People because of your albino traits and your ability to speak with great Guthay.
Region: Gulg
Benefit: Once per day, you can cast augury as a 3rd-level cleric. This is a spell-like ability. In addition, you gain a +2 bonus to all Charisma based skill checks except disguise with all Gulgs. You are fatigued while exposed to sunlight.
Special: This feat can only be taken at first level.

Great Crodlu’s friend [General]
Your ancestors were Dagaumi and mounted the Great Crodlu’s herd. Your education makes you a friend to all crodlus.
Region: Gulg
Benefit: You get +3 bonus on Ride checks when riding a crodlu and on Handle animal checks with crodlus. All crodlus have an initial attitude of friendly toward you.

More to come soon.
#37

the_peacebringer

Jan 27, 2006 14:45:03
Moth-man’s discretion [General]
Your ancestral blood has made you extremely vigilant and a little paranoid.
Region: Gulg
Benefit: You gain a +2 bonus on all Bluff checks concerning magic and +2 bonus on Sleight of hands checks made to conceal objects on your person. Hide and Move silently are now considered class skills. In addition you may select these feats as wizard bonus feats: Deceitful, Deft hands, Eschew materials, Improved diversion, Persuasive and Stealthy.
Special: This feat can only be taken at first level.

Forest arena gladiator [General]
You have been bred to avoid the dangerous obstacles of Gulg’s forest arena and use them to your advantage.
Prerequisite: Must have been born in the gladiator pits of Gulg or have fought a minimum of three battle in the forest arena.
Benefit: You gain a +4 competence bonus to all required save or skill checks involving traps and obstacles in the forest arena.

Will probably come up with an addition to the benefit for that one but you get the general idea.

Bile Marsh affinity [General]
Your forked-tongue clan ancestry as given you a natural immunity to the Bile marsh’s contaminated water and gas. You are also hardier when it comes to other poisons of all types.
Region: Gulg
Benefit: You gain total immunity to the Bile marsh effects and gain a +2 bonus to Fortitude save checks against all poisons.
Special: This feat can only be taken at first level.

I plan on coming up with a description of Bile marsh (part of the Crescent forest) in some not to distant future on the Gulg thread; will have the poisons included (mild).
#38

ruhl-than_sage

Jan 27, 2006 21:05:57
Nice feats, Peacebringer!

Some of them seem a little overpowered, but I really like the flavor of them
#39

kalthandrix

Jan 28, 2006 0:59:46
Cool- but I do agree with Sage on the power thing.

One though for the Gift of the Kirre would be to make it a linked progression feat chain- the gift first, then make the other aspects like Claws of the Kirre, into feats of their own with the Gift of the Kirre as the prereq.
#40

the_peacebringer

Jan 30, 2006 10:47:00
How's this?
And most feats are based on other regional feats already out; aren't regional feats supposed to be stronger than normal feats? What would you suggest?

Aspect of the Kirre [General]
You are of the human-kirre-children and your ritualistic meditations have awakened further aspects of your ancestry. Your skin has grown short striped fur. You gain even more respect among your People.
Prerequisite: Gift of the Kirre
Region: Gulg
Benefit: Your newly grown fur confers you a +2 bonus to hide checks in the forest and +1 Natural armor from your tough furred skin. Furthermore, you gain an additional +1 bonus on diplomacy and intimidate checks towards your People.

Child of the Kirre [General]
You are of the human-kirre-children and your ritualistic meditations have awakened further aspects of your ancestry. Your fingers grow claws and you are truly revered among your People.
Prerequisite: Aspect of the Kirre
Region: Gulg
Benefit: Claws have grown from your fingers and your damage is now lethal and slashing. You also gain +2 bonus to climbing checks. Additionally, you gain an additional +2 bonus on diplomacy and intimidate checks towards your People.

Gift of the Kirre [General]
You are of the human-kirre-children and your ancestry physically shows in your cat-like eyes. You are seen as a chosen one among your People.
Prerequisite: Con 13+
Region: Gulg
Benefit: Your kirre eyes give you darkvision 30ft. and low-light vision. They also give you a +1 bonus on diplomacy and intimidate checks towards your People.
Special: This feat can only be taken at first level
#41

kalthandrix

Jan 30, 2006 10:51:01
Very nice- I really like this version better- linked progression feats are cool because they allow you to make them slightly more powerful due to the # of feats required to gain them and or the timing of feat selection (ie 1st level). It is also incentive to kind of plan out a map of your character progression so you can build up background and other cool things.

Great job PB.
#42

flindbar

Jan 30, 2006 13:07:37
Three elven silt based feats for consideration. :D

Had a whole back story worked out about elven raiders, silt skimmers being attacked, the brown elf Tetchlendl, elves adapting to the silt for better raiding and post raid escape etc etc etc.
Probably better left for another occassion. :P


Silt Run[General]
You have adapted to cross areas of silt whilst running.
Prerequisite: Wis 13+, Elf.
Region: Any silt area.
Benefit: By studying the ways of silt runners and other silt creatures you have learned to run across the silt surface for a short distance whilst under an "elf run".
You may only run over silt for a maximum distance of 25ft per point of wisdom bonus. If you stop at any point, or are forced to stop, you immediately begin to sink and are subject to suffocation after one round.


Improved Silt Run[General]
You have adapted to cross areas of silt whilst running.
Prerequisite: Wis 13+, Elf, Silt Run.
Region: Any silt area.
Benefit: By studying the ways of silt runners and other silt creatures you have learned to run across the silt surface for a longer distances whilst under an "elf run".
You may now run over silt for a maximum distance of 50ft per point of wisdom bonus. If you stop at any point, or are forced to stop, you begin to slowly sink and are subject to suffocation after four rounds.


Silt Mastery[General]
You have adapted to cross areas of silt whilst running.
Prerequisite: Wis 13+, Elf, Improved Silt Run.
Region: Any silt area.
Benefit: By studying the ways of silt runners and other silt creatures you have learned to run across the silt surface for the longest distances whilst under an "elf run".
You may now run over silt for a maximum distance of 150ft per point of wisdom bonus. If you stop at any point, or are forced to stop, you no longer begin to slowly sink and can stand on the silt surface for a number of rounds equal to your wisdom bonus plus 1d4. After this time you again begin to sink, but very slowly, becoming subject to suffocation only after a further six rounds.

.
#43

kalthandrix

Jan 30, 2006 18:39:24
Cool idea-

BUT- here are some things that i would suggest making some changes on-

First thing I would change though is the Wisdom being the operative attribute. I really think Dex should have this ability. Have you seen those lizards that can run across water- well I would think speed had a factor in that, not how wise they were (the wise ones realized they could drownd running across freak'n water ;) )

Also- why limit it to elves- I could see kreen doing this or some human barbarians too. Maybe make the requirements more like not larger then medium sized, Dex of 17 for the first feat, then 19 for the second, and 21 the third and maybe reduce the distance to like 10' per point of Dex modifier.
#44

ruhl-than_sage

Jan 30, 2006 19:13:32
I can see these (in reference to the siltrunning) as supernatural abilities granted by a PrC, but not so much as feats.

However, they would make more sense with the prerequisites of: Medium or smaller, Run, and Base Movement 50+

Here's an idea for a similar feat that rests on supernatural power:

Siltrunner
You can call upon you the power of your element to run across silt without sinking.
Prerequisites: Ability to Rebuke Silt or Air Elementals
Benefit: By spending a rebuke silt or rebuke air elemental attempt, you can imbue yourself or another with the ability to run across silt without sinking. This effect lasts for a number of minutes equal to 1+ your charima modifier (minimum 1). The target of this effect must move make at least a double move each round in order to remain atop the silt.
#45

kalthandrix

Jan 30, 2006 20:00:14
I can see these (in reference to the siltrunning) as supernatural abilities granted by a PrC, but not so much as feats.

However, they would make more sense with the prerequisites of: Medium or smaller, Run, and Base Movement 50+

Here's an idea for a similar feat that rests on supernatural power:

Siltrunner
You can call upon you the power of your element to run across silt without sinking.
Prerequisites: Ability to Rebuke Silt or Air Elementals
Benefit: By spending a rebuke silt or rebuke air elemental attempt, you can imbue yourself or another with the ability to run across silt without sinking. This effect lasts for a number of minutes equal to 1+ your charima modifier (minimum 1). The target of this effect must move make at least a double move each round in order to remain atop the silt.

Nice twist- but come on a whole minute per Cha mod! I would be more likely to go with 10 rounds or something ;) :D
#46

flindbar

Jan 31, 2006 3:11:29
Cool idea-

BUT- here are some things that i would suggest making some changes on-

First thing I would change though is the Wisdom being the operative attribute. I really think Dex should have this ability. Have you seen those lizards that can run across water- well I would think speed had a factor in that, not how wise they were (the wise ones realized they could drownd running across freak'n water ;) )

I had made it wisdom as I wanted the feat to be a result of observation of natural creatures and leaning to adapt using techniques developed over a period.
However, I can totally see the need to integrate Dex into it somewhere.



Also- why limit it to elves- I could see kreen doing this or some human barbarians too. Maybe make the requirements more like not larger then medium sized, Dex of 17 for the first feat, then 19 for the second, and 21 the third and maybe reduce the distance to like 10' per point of Dex modifier.

I picked elves as the have a racial feature of running and it seemed to fit at the time.
I can see the logic behind opening to other races though

I like the Dex requirement but wouldn't only 10' per point of dex modifier undervalue the feat ?
#47

kalthandrix

Jan 31, 2006 6:47:43
I like the Dex requirement but wouldn't only 10' per point of dex modifier undervalue the feat ?

I do not think it is under valued at 10' - without this feat you cannot even walk across silt so having the ability to run across it is a huge bonus. And with it being tied to Dex you would be able to run across at least 30' of silt- now think about leading someone on a chase and drawing them into a trap that consisted of a silt pit you could run across and they would sink in, or the ability to charge across a small expanse of silt while on a ship to get on another vessle. IMO the distance you originally had were way over powered for non-magical/psionic abilities. The distances you had were more in line with a minor version of siltwalking