Excerpt from
Shining South
By Thomas M. Reid

In other parts of Faerūn, travelers speak of the wonders they have seen in the Shining South, a wondrous land of ancient cultures and fallen empires. Tales and songs tell of lands scorched by heat, people ruled by drow, traders who could negotiate the name away from an Amnian, and wizards who use magic for tasks mundane to miraculous.

This book gives you everything that you need to explore the Shining South in your own Forgotten Realms campaign. The region makes a great destination for adventure, or a place for your heroes to hail from. Its 14 detailed chapters cover Races of the South, Skills and Feats, Prestige Classes, Magic and Spells, Magic Items, Monsters of the South, Adventuring in the South, Dambrath, Estagund and the Shining Lands, Halruaa, Luiren, The Shaar and the Great Rift, Border Areas, and Adventures. Our sneak peek offers a look at new regional feats, new spells, new monsters, and part of the chapter describing the realm of Halruaa.

Shining South: New Regional Feats

Ankheg Tribe Ambush [Regional]

You have learned how to hide and spring to attack, much like the ankhegs that roam the plains where you hunt.

Prerequisites: Human (the Shaar), membership in Ankheg Tribe (see Human Tribes of the Shaar).

Benefit: You gain a +4 circumstance bonus on Hide checks when prone in tall grass. During a surprise round, you can leap up from prone position as a free action.

Normal: Characters without this feat must use a move action to stand up.

Cheetah Tribe Sprint [Regional]

You have learned the secret of lightning-fast running from the cheetah that roams the plains where you live.

Prerequisites: Human (the Shaar), membership in Cheetah Tribe (see Human Tribes of the Shaar).

Benefit: Once per hour, you can move four times your normal speed when making a charge as a full-round action. You cannot perform this feat while wearing medium or heavy armor or carrying a medium or heavy load.

Normal: Characters without this feat can only move up to twice their speed when making a charge as a full-round action.

Lion Tribe Warrior [Regional]

You have learned how to pounce on your foes, like the lion that roams your lands.

Prerequisites: Human (the Shaar), membership in Hyena Tribe (see Human Tribes of the Shaar).

Benefit: You may make a full attack with a single light weapon as part of a charge action. If you have light weapons in both hands, you may instead strike with each weapon once, using the normal rules for fighting with two weapons.

Normal: Characters without this feat may make only one attack as part of a charge action.

Tall Mouther Hunter [Regional]

Because of your cultural hatred for tall mouthers, you have had specific training in how best to fight them.

Prerequisite: Halfling (Luiren).

Benefit: You gain +2 competence bonus on damage rolls against tall mouthers. You also gain the benefit of the Improved Critical feat for the weapon you are using in any such attack. This benefit does not stack with any other effect that expands your weapon's critical threat range. These benefits apply on melee attacks and on ranged attacks at a range of up to 30 feet.


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