Wekan Ancestry Feats

----Level 1----

   

Wekani Lore Feat 1

  ______________________________________________
Wekan
You've absorbed the old stories and traditions of your ancestors. The Wekan have always been something of nomads, never staying in one place for very long. In their time, they have collected many stories, which have never really been written down, for the Wekan don't really have a written language of their own. Instead all of the stories and traditions you have learned have come from word of mouth. You are Trained in Survival and Occultism. If you would automatically become Trained in one of those skills (from your background or class, for example), you instead become Trained in a skill of your choice. You also become Trained in Wekani Lore.  

Wekani Weapon Familiarity Feat 1

  _______________________________________________
Wekan
Your kin have instilled in you an affinity and a love for peace, rather than war. You are nomads, not fighters. You explore the world at your own pace, and respect the Spirit of Nature. When you have found need to defend yourself, you prefer hard hitting weapons, but you also prefer not to kill, but rather to disarm.
You are Trained in Clubs, Maces, Staves, and Gauntlets. You also gain access to all uncommon Wekan weapons. For the purpose of determining your proficiency, martial Wekan weapons are simple weapons, and advanced Wekan weapons are martial weapons. Also, all weapons you wield are considered to have the Nonlethal trait.  

Tree Knock [1] Feat 1

  ________________________________________________
Wekan, Auditory, Concentrate, Emotion, Mental
You knock a stick against a tree or other object as a warning to all in your territory: stay out! Attempt an Intimidation check to Demoralize against the Will DC's of up to 3 creatures within 50 feet of you. In the event you are not aware of any creatures, your GM instead attempts a Secret Check on your behalf, with a -2 circumstance penalty.  

Forage Feat 1

  ________________________________________________
Wekan, Downtime
You know the wild better than most others. As a nomad of the wild, you have subsisted on Nature's bounty for all your life. When you attempt a Survival check to Subsist in a forest or other wild locale, you gain a +2 circumstance bonus and are considered to be 1 Proficiency rank higher for the purpose of fulfilling any Proficiency rank requirement for the task. Treat a critical failure or failure as a Success instead.  

Wild Seeker Feat 1

  ________________________________________________
Wekan
You have a knack for noticing even small inconsistencies in the wild all around you. You gain a +2 circumstance bonus to Perception checks to discover traps made of plants or wood, or hidden in the trees or mountains. If you aren't using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual plant or tree work anyway. This check doesn't gain the circumstance bonus, and takes a -2 circumstance penalty.  

Natural Magic Feat 1

  ________________________________________________
Wekan
Your Wekani magic manifests as a simple spell, even if you aren't formally trained in magic. Choose one Cantrip from the Earth spell list. You can cast this cantrip as an innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.  

Elusive Feat 1

  ________________________________________________
Wekan
You are weary of outsiders and city dwellers, and have learned to hide and cover your tracks remarkably well. You gain a +1 circumstance bonus to Survival checks to Cover your Tracks. If you roll a success on a Survival check to Cover your Tracks, you get a critical success instead.  

Forest Runner Feat 1

  ________________________________________________
Wekan
Wekan are known for their ability to move seamlessly through the forests and mountains. Your innate connection to the forests makes you adept at moving across uneven surfaces and terrain. You can ignore difficult terrain in forests and mountains.
In addition when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground, you aren't flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.  

----Level 5----

   

Wekani Weapon Strike Feat 5

  ________________________________________________
Wekan
Prerequisites: Wekani Weapon Familiarity
________________________________________________
You are attuned to the weapons of your ancestors, and are particularly deadly when using them. Whenever you critically hit using a Wekani weapon or one of the weapons listed in Wekani Weapon Familiarity, you apply the weapon's critical specialization effect.  

Avalanche [2] Feat 5

  ________________________________________________
Wekan
Prerequisites: Forest Runner
________________________________________________
Your sheer power allows you to push trees around and even up root them as though they were mere twigs in the wind. Make a Stride through the squares of foes that are 1 or more sizes smaller than you. Targeted foes must attempt a Fortitude saving throw against your Athletics DC.
Critical Success: You become sprawled.
Success: You are stopped immediately in your tracks, but the foe takes bludgeoning damage equal to your Strength modifier.
Failure: The foe is pushed back into an empty space directly behind it and takes bludgeoning damage equal to your Strength modifier.
Critical Failure: The foe is pushed back into an empty space directly behind it and is sprawled. It takes bludgeoning damage equal to double your Strength modifier.
If the foe can not move into an empty space, your Avalanche has no effect.  

----Level 9----

   

Hardened Feat 9

  ________________________________________________
Wekan
Some say that you are immune to arrows. You gain Stoneskin as a 4th level spell that you can cast as an innate spell once per day.  

Screaming Roar [2] Feat 9

  ________________________________________________
Wekan, Incapacitation
Your scream can be heard from miles around and spreads fear in your foes. Up to 3 foes who can hear you attempt Will saving throws against your Intimidation DC. With failure they become Frightened 2. On a critical failure, they are Fleeing. If you have the Intimidating Prowess feat, you may use your Athletics DC instead. Further, foes suffer a -2 circumstance penalty to this save if your Strength score is 20 or higher.  

Forest Stalker Feat 9

  __________________________________________________
Wekan, Sasquatch
Prerequisites: Sasquatch Heritage
__________________________________________________
You move through the forests as though you are one with the trees, and no one sees you coming, though they may see you going. When you attempt an Sneak check while in a forest terrain, treat a success as a critical success.  

-----Level 13-----

   

Wekani Weapon Expertise Feat 13

  ________________________________________________
Wekan
Prerequisites: Wekani Weapon Familiarity
Your Wekani affinity blends with your class training, granting you great skill with Wekani weapons. Whenever you gain a class feature granting you Expert or greater proficiency in certain weapons, you also gain that proficiency in clubs, maces, staves, and gauntlets, and all Wekani weapons in which you are trained.  

Nimble Wekan Feat 13

  ________________________________________________
Wekan
You glide through the forests and mountains with ease. Your Speed increases by 5 feet.

Comments

Please Login in order to comment!