So I'm going to be starting a new Iron Heroes campaign within the next couple of months, and wanted to offer other races aside from Humans. I was going to go with the just give humans an extra feat and extra skill points and non-humans don't get to pick traits... But I decided to go a slightly different route... Thus... Racial Mastery Feats.

First you pick the appropriate background. Then you take the feat. Both together give you access to Race Mastery Feats, as well as a "Race Token Pool..."

So far I have the Elf "done..." I'm not always the best with figuring out levels of stuff, so any help would be appreciated. I'm also in the process of possibly adding more abilities not related to bows... And then I'm going to start on the Dwarves...

Elven Blooded [Racial]

Elven blood courses through your veins allowing you to see in the faintest of light.

Benefit: You gain lowlight Vision.

Special: If you have also taken the "Forest Born" background trait, you are an elf, and gain access to the racial token pool. You may also treat this feat as the first feat in the Elven Mastery Feat Chain Your mastery in this feat is equal to ½ of your level.

Normal: Without the background you simply have some Elven heritage in your past, and gain the benefits of Lowlight Vision.

Racial Token Pool

Granted By: Dwarven, Elven, Halfling, or Orcish Mastery Feats.

You gain a racial token pool. Each round as a standard action, you may make a CHA check. On a result of less than 10, you gain 0 tokens; a result of 10 or more grants you 1 token; and 20 or higher yields 2 tokens. You can accumulate a maximum number of racial tokens equal to 10 + your level. These tokens reflect the natural abilities inherent to someone of your race. You can build up tokens in your racial pool in addition to accumulating other token types. You lose your accumulated racial tokens at the end of the encounter. (I might change this to a move action...)


Expanded Mastery: 1

Benefit: You gain a +1 racial bonus to hit with any bow. By spending one token you can increase the racial bonus by 1 point.


Expanded Mastery: 1

Benefit: You can unstring an Elven bow as a standard action. By spending a token you can do so as a move action.


Expanded Mastery: 1

Benefit:Gain an additional +4 Bonus towards either spot or listen.


Expanded Mastery: 2

Benefit: Spend a token to add ½ your Elf Mastery level as a bonus to damage for you attacks this round when using a bow.


Expanded Mastery: 2

Benefit: When in a natural setting spend one token to reduce the effects of difficult terrain by 1 category for the remainder of the round. Spend two tokens to reduce the effects by two categories.


Expanded Mastery: 3

Benefit:Spend one token, and then attack. If you hit, all allies being attacked by that opponent are given a +4 cover bonus.


Expanded Mastery: 3

Benefit:When using a bow spend one token, and then select one square per AoO you can make. Treat those squares as difficult terrain for the rest of the round.


Expanded Mastery: 3

Benefit: When in light cover, spend one token, and then make a tumble check. Add the amount by which you beat DC 15 to your next hide check.


Expanded Mastery: 4

Benefit: By spending two tokens you can subtract your Elf Mastery level from your opponent's Armor DR for your next attack. You cannot reduce the Armor DR lower then 0.


Expanded Mastery: 5

Benefit: When using a bow, spend two tokens, and then attack. If the attack hits reduce the opponent's next attack by the amount by which you beat his defense.


Originally I had a new Elven Born background trait that gave as a bonus the ability to use an elven bow as a martial weapon. (also why there is a mastery feat in there related to elven bows...) I decided I liked just going with Forest Born better...

Elven Bow:The Elven bow functions in a similar fashion to a normal longbow, however as a full round action, one can unstring the bow and use it as a melee weapon instead. Used in this way it functions as a quarterstaff, however, doing so is fairly awkward and those not trained suffer a -4 penalty to attack (as per an exotic weapon.) The bow can be used as a melee weapon without unstringing it, but doing so incurs an additional -2 penalty to attack and damage.