Rise of the Runelords
Feats of Varisia
The people of Varisia display a variety of innate skills and unique talents. You may choose any of the following feats as a bonus feat during character creation.
Big Game Hunter
You are experienced in fighting the gigantic creatures that stalk Varisia’s landscape.
Benefit: You gain a +1 bonus on attack rolls a +2 bonus on weapon damage rolls against Large
or larger creatures.
You grew up in Magnimar, Korvosa, or Riddleport, one of Varisia’s three city-states. You are educated and well-informed on the news and needs of your home and hold tight to the knowledge that your city-state is unquestionably greater than the others.
Prerequisite: 1st-level character, cannot have Country Born or Lone Wolf.
Benefit: Choose Magnimar, Korvosa, or Riddleport as your home city. The frantic bustle of the city has honed your reactions— you gain a +1 bonus on Reflex saves. If you’re from Magnimar, you gain a +2 bonus on Diplomacy checks. If you’re from Korvosa, you gain a +2 bonus on Intimidate checks. And if you’re from Riddleport, you gain a +2 bonus on Bluff checks.
You come from one of Varisia’s rural regions, where you were raised in an environment of rustic
tradition, honest work, and common sense.
Prerequisite: 1st-level character, cannot have City Born or Lone Wolf.
Benefit: A childhood of farm work, apprenticeship, or similar toil has granted you reserves of endurance. Once per day, when an effect would normally leave you fatigued or exhausted, you may ignore the fatigue or exhaustion effect. This ability activates the first time you are affected by fatigue or exhaustion in a day—you cannot “save” it to apply it to a specific effect. Your traditional upbringing has sharpened your willpower as well, granting a +1 bonus on Will saves.
Although you may have grown up in the city, you led a lonely childhood and were forced to fend for yourself.
Prerequisite: 1st-level, cannot have City Born or Country Born.
Benefit: Whenever you are dying, your chance of stabilizing is 50%. Your vigorous health also grants you a +1 bonus on Fortitude saves.
You are closely and mystically tied to your tribe’s sacred totem.
Prerequisite: Member of a Shoanti tribe.
Benefit: The benefit granted by this feat depends on which Shoanti tribe you belong to:
Lyrune-Quah (Moon Clan): You gain a +1 bonus on Will saves and a +2 bonus on Listen checks.
Shadde-Quah (Axe Clan): If you have the rage ability, it lasts for one additional round. You also gain a +2 bonus on Intimidate checks.
Shriikirri-Quah (Hawk Clan): You gain a +2 bonus on Initiative checks and a +2 bonus on Ride checks.
Shundar-Quah (Spire Clan): You gain a +1 bonus on Fortitude saves and a +2 bonus on Spot checks.
Sklar-Quah (Sun Clan): You gain a +1 bonus on Reflex saves and a +2 bonus on Tumble checks.
Skoan-Quah (Skull Clan): You gain a +2 bonus on weapon damage against undead and a +2 bonus on Heal checks.
Tamiir-Quah (Wind Clan): Your base land speed increases by 5 feet. You also gain a +2 bonus on Jump checks.
You bear intricate tattoos which inspire and empower your natural
magical ability. These tattoos mark you as a worker of the ancient
traditions of Varisian magic.
Prerequisite: Spell Focus in matching school.
Benefit: Select a school of magic other than divination in which you have Spell Focus—you cast
spells from this school at +1 caster level. Additionally, you can cast a single cantrip as a spell-like ability a number of times per day equal to your Constitution modifier (minimum 1/day,
caster level equals Hit Dice, save DC is Charisma-based). The spell-like ability gained (and its Varisian name) are as follows:
Conjuration: Acid splash.
Evocation: Dancing lights.
Illusion: Ghost sound.
Necromancy: Touch of fatigue.
Transmutation: Mage hand.
A Varisian tattoo typically consists of a long string of characters in Thassilonian, the language found on the ancient monuments of the land. Most are quite complex, running the entire length of an arm or leg.