Well, since my article for the site has been held up for over a week, I might as well post the stuff here for feedback. I know 33 feats is a lot to read through, so take your time and comment when and as you see fit. TIA.
Note: Many of these feats are more powerful than most general feats, but it's supposed to be this way for regional feats - they reward the player for making the effort to involve his 1st-level character into the planes as a whole, choosing the proper region and background.
Note 2: Introductory text about planar regions adapted and updated from Chapter II of the Planescape Campaign Setting
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Planar Regions
The planes are vast, and the folks that live in them are anything but homogenous. Different planes, layers, and realms can breed all kinds of people, from the jaded souls of Sigil to the dedicated working folk of Bytopia. "Region" can refer to any division of the planes or realms, but typically refers to a grouping of planes that share a particular trait. For example, the Positive Planes region includes the Positive Energy Plane as well as the four Quasielemental planes adjacent to it. The Planes of Chaos region includes five planes of the Great Ring that have the chaos-dominated trait – from Abyss to Arborea, via Limbo.
Regions help to provide flavor and perspective unique to the character's homeland. A character’s region often has a strong relation to his or her beliefs and attitudes. It represents the plane the character grew up and possibly first started adventuring in. Characters may gain access to additional languages or particular feats based off their region. A character can belong to more than one region, even though he can have only one home plane.
Table 1 - Planar Regions groups the twelve broad regions, and lists the planes that belong to each of them. Note that some regions overlap – many planes belong to two regions. Since many planar layers, demiplanes, and gate towns have specific traits not covered here, the GM is advised to be reasonably lenient regarding regional feat selection.
Table 2 – Regional Feats describes typical languages spoken in those regions, and lists the regional feats available in each region. Characters from the Prime Material Plane may choose regions from their world.
Bonus Languages: Characters of exceptional Intelligence (12 or higher) begin play with one additional language per point of Intelligence bonus, which can be chosen from the list on the table or from the bonus languages provided by race or class. Every character is considered to be able to speak and understand the Planar Trade language.
Regional Feats: The thirty-three feats detailed here represent the common sorts of talents that people from that region might learn. You can only select a regional feat at first level. You cannot have more than one regional feat.
Table 1 : Planar Regions
Transitive Planes: Astral Plane, Ethereal Plane, Plane of Shadow
Concordant Planes: Outlands, City of Doors
Lower Planes: Abyss, Carceri, Gray Waste, Gehenna, Baator
Planes of Chaos: Abyss, Pandemonium, Limbo, Ysgard, Arborea
Planes of Law: Baator, Acheron, Mechanus, Arcadia , Mount Celestia
Upper Planes: Arborea, Beastlands, Elysium, Bytopia, Mount Celestia
Planes of Air: Air, Ice, Smoke, Vacuum, Lightning
Planes of Earth: Earth, Magma, Ooze, Dust, Mineral
Planes of Fire: Fire, Magma, Smoke, Ash, Radiance
Planes of Water: Water, Ice, Ooze, Salt, Steam
Negative Planes: Negative Energy, Ash, Dust, Salt, Vacuum
Positive Planes: Positive Energy, Lightning, Mineral, Radiance, Steam
Table 2 : Regional Feats
-- Region: [languages]; Feats --
Concordant Planes: (Baku , Bariaur, Khaasta, Prime Common, Rilmani); Balanced Blood, Citizen of the Ring, Mediator
Lower Planes: (Abyssal, Gehreleth, Ignan, Infernal, Yugoloth); Blooded Survivor, Evil Eye, Wicked Tongue
Negative Planes: (Aquan, Auran, Ignan, Terran); Age-Resilient, Hide Spark, Sense Death
Planes of Air: (Auran, Aquan, Ignan, Jannti, Mephit); Air Dancer, Freefall Flyer, Mighty Breather.
Planes of Chaos: (Abyssal, Asura, Bariaur, Celestial, Githzerai, Slaadi, Sylvan); Disturbing Mind, Resist Obfuscation, Unfettered
Planes of Earth: (Aquan, Ignan, Jannti, Mephit, Terran); Deep Intuition, Earth Mastery, Fists of Earth
Planes of Fire: (Auran, Ignan, Jannti, Mephit, Terran); Blood of Fire, Charred Skin, Flaming Soul
Planes of Water: (Aquan, Auran, Jannti, Mephit, Terran); Born Swimmer, Flowing Movement, Mighty Breather
Planes of Law: (Bladeling, Celestial, Infernal); Oathkeeper, Resist Obfuscation, Sturdy Soul
Positive Planes: (Aquan, Auran, Ignan, Jannti, Mephit, Terran); Age-Resilient, Healing Touch, Inner Life
Transitive Planes: (Githyanki, Nathri, Prime Common); Dual Existence, Homeless, Portal Sense
Upper Planes: (Asura, Baku , Bariaur, Celestial); Bane of Falsehood, Celestial Ally, Pure Blood
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FEAT DESCRIPTIONS:
Age-Resilient [Regional]
Being either attuned to the positive energies of life, or resistant to the negative energies of unlife, you bear the burden of years with ease.
Prerequisite : Native either to one of the Negative Planes or one of the Positive Planes (Negative Energy Plane, Positive Energy Plane, or any of the eight Quasielemental Planes).
Benefit: In the “Table: Aging Penalties” for your race, double the values for middle, old, and venerable age. In addition, your physical ability score penalty for aging is -1 at each of the three categories.
Normal : At old and venerable age, your physical ability scores (Strength, Dexterity, and Constitution) would normally be decreased by -2 and -3, respectively.
Air Dancer [Regional]
You move with the grace of a djinni.
Prerequisite: Native to one of the Planes of Air (Elemental Plane of Air, Paraelemental Plane of Ice, Paraelemental Plane of Smoke, Quasielemental Plane of Lightning, or Quasielemental Plane of Vacuum)
Benefit: You have a +2 bonus on Balance, Jump, and Perform (dancing) checks.
Balanced Blood [Regional]
You spontaneously resist the call of extremes.
Prerequisite: Native to either the Concordant Domain of Outlands or the City of Doors.
Benefit: The penalties resulting from a plane’s alignment trait (on Int- , Wis- , and/or Charisma-based checks, and on your effective divine caster level) are reduced by 2. In addition, you gain a +2 bonus on saving throws against spells and effects that differentiate targets by alignment, such as blasphemy or holy smite.
Normal: Creatures who have an alignment opposite that of a mildly aligned plane take a –2 circumstance penalty on all Charisma-based checks and effective divine caster level. If the plane has multiple alignment traits, the penalties stack.
On planes that are strongly aligned, these penalties apply to all creatures not of the plane’s alignment. In addition, the –2 penalty affects all Intelligence-based and Wisdom-based checks, too.
Bane of Falsehood [Regional]
You sense the truth in another’s words.
Prerequisite: Native to one of the Upper Planes (Arborea, Beastlands, Elysium, Bytopia, or Mount Celestia ).
Benefit: You have a +8 bonus on Sense Motive checks to see if someone is deliberately lying to you.
Blood of Fire [Regional]
You blood burns like an efreeti’s desires.
Prerequisite: Native to one of the Planes of Fire (Elemental Plane of Fire, Paraelemental Plane of Magma, Paraelemental Plane of Smoke, Quasielemental Plane of Ash, or Quasielemental Plane of Radiance).
Benefit: You have a +4 bonus on saving throws against fire effects. In addition, you cast spells (or use spell-like abilities) with the fire descriptor at +2 caster level.
Blooded Survivor [Regional]
You know how to survive on the Lower Planes.
Prerequisite: Native to one of the Lower Planes (Abyss, Carceri, Gray Waste, Gehenna, or Baator)
Benefit: You have a +2 bonus on Hide and Survival checks. Additionally, you have a +2 bonus on all saves against fear (which is also applied to level checks made to resist intimidation).
Born Swimmer [Regional]
You are equally at ease on dry land and under the sea.
Prerequisite: Native to one of the Planes of Water (Elemental Plane of Water, Paraelemental Plane of Ice, Paraelemental Plane of Ooze, Quasielemental Plane of Salt, or Quasielemental Plane of Steam)
Benefit: You have the amphibious special quality, which enables you to breathe water as well as air. You have a swim speed of 20 ft. and a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. You can always choose to take 10 on Swim checks, even if rushed or threatened.
If you already have a swim speed, it is increased by 20 ft.
Celestial Ally [Regional]
You have a supernatural connection to the powers of your home plane, and can occasionally call for aid.
Prerequisite: Native to one of the Upper Planes (Arborea, Beastlands, Elysium, Bytopia, or Mount Celestia ).
Benefit: Once per month, if you perform a ritual lasting no less than 10 minutes, and make a DC 15 Knowledge (the planes) check, you create a spell-like effect resembling a planar ally spell, calling a good-aligned outsider to your aid. The exact outcome depends on your character level:
Character level 1st-7th: Lesser planar ally.
Character level 8th-14th: Planar ally.
Character level 15th and above: Greater planar ally.
The called outsiders are always of an alignment matching your own. If you are not good-aligned, you cannot use this feat.
This is a spell-like ability, but it still requires an expenditure of experience points, as detailed in the description of the planar ally spells (100, 250, or 500 XP).
Charred Skin [Regional]
Portions of your skin are fire-scorched and fireproof.
Prerequisite: Native to one of the Planes of Fire (Elemental Plane of Fire, Paraelemental Plane of Magma, Paraelemental Plane of Smoke, Quasielemental Plane of Ash, or Quasielemental Plane of Radiance).
Benefit: You have fire resistance 5. This stacks with any racial fire resistance that you may have (for example, if you are a fire genasi), but not with artificial sources of resistance, such as the resist energy spell.
Citizen of the Ring [Regional]
You know how to skillfully slice your way through the multiversal society.
Prerequisite: Native to either the Concordant Domain of Outlands or the City of Doors .
Benefit: You have a +2 bonus on Appraise, Bluff, and Survival checks.
Deep Intuition [Regional]
You know how to find your way while within the bowels of earth.
Prerequisite: Native to one of the Planes of Earth (Elemental Plane of Earth, Paraelemental Plane of Magma, Paraelemental Plane of Ooze, Quasielemental Plane of Dust, or Quasielemental Plane of Mineral).
Benefit: While underground (including being on one of the Planes of Earth), you automatically succeed at Survival checks to avoid natural hazards, keep from getting lost, and regain your bearings if you somehow do get lost. In addition, you have a +2 bonus on Diplomacy and Sense Motive checks against all creatures with the earth subtype.
Disturbing Mind [Regional]
The pattern of your thoughts … what pattern?
Prerequisite: Native to one of the Planes of Chaos (Abyss, Pandemonium, Limbo, Ysgard, or Arborea)
Benefit: Whenever someone attempts to read your mind (using detect thoughts or a similar effect), he must make a Will saving throw (DC 15 + your Charisma modifier) or be stunned for 1d6 rounds, regardless of the success of the mind-reading.
This is a supernatural ability.
Dual Existence [Regional]
You can stretch yourself over the border of your home plane.
Prerequisite: Native to one of the Transitive Planes (Astral Plane, Ethereal Plane, or Plane of Shadow).
Benefit: When you are on a plane coterminous or coexistent with your home plane, you are able to partially transfer your body to your home plane, while still remaining where you are for the most part. In effect, you can turn yourself and your equipment incorporeal for a total duration of 10 rounds per day, distributed in any way you see fit. It takes a standard action to become incorporeal, but it is a free action to return to full corporeality.
This ability cannot be used on a plane that is neither coterminous nor coexistent to your home plane, including your home plane itself. Effects that block planar access (such as dimensional anchor) also prevent the use of this ability.
This is a supernatural ability.
Earth Mastery [Regional]
You fight better when in the grasp of mother earth, but have difficulties when separated from her.
Prerequisite: Native to one of the Planes of Earth (Elemental Plane of Earth, Paraelemental Plane of Magma, Paraelemental Plane of Ooze, Quasielemental Plane of Dust, or Quasielemental Plane of Mineral).
Benefit: You have a +1 bonus on all attack and damage rolls if both you and your foe are touching the ground. If an opponent is airborne or waterborne, you take a -4 penalty on attack and damage rolls.
Evil Eye [Regional]
You are fiendishly “persuasive”.
Prerequisite: Native to one of the Lower Planes (Abyss, Carceri, Gray Waste, Gehenna, or Baator).
Benefit: When you successfully use the Intimidate skill to demoralize an opponent, the target becomes shaken for 1 minute. If the intimidated target’s Hit Dice is equal to or lesser than ½ your own, it must make a Will save (DC equal to your check result) or become panicked for 1 minute instead. A creature that resists your intimidation attempt cannot be intimidated by you within the next 24 hours.
In addition, the Intimidate skill is always a class skill for you, regardless of which class you advance in.
Normal: Using the Intimidate skill to demoralize an opponent normally causes him to become shaken for one round.
Fists of Earth [Regional]
You strike harder than most.
Prerequisite: Native to one of the Planes of Earth (Elemental Plane of Earth, Paraelemental Plane of Magma, Paraelemental Plane of Ooze, Quasielemental Plane of Dust, or Quasielemental Plane of Mineral).
Benefit: Your unarmed attacks deal a base amount of 1d6 points of nonlethal damage. You do not provoke an attack of opportunity when making unarmed attacks against armed opponents.
If you also have the Improved Unarmed Attack feat, you can freely choose to deal lethal or nonlethal damage with your unarmed attacks.
Flaming Soul [Regional]
Your burning soul cannot be easily quenched.
Prerequisite: Native to one of the Planes of Fire (Elemental Plane of Fire, Paraelemental Plane of Magma, Paraelemental Plane of Smoke, Quasielemental Plane of Ash, or Quasielemental Plane of Radiance)
Benefit: You have a +1 bonus on all Fortitude and Will saves. Against death effects, energy drain, and ability drain attacks, this bonus increases to +4.
Flowing Movement [Regional]
You are rarely off-balance, moving like a fish in the sea.
Prerequisite: Native to one of the Planes of Water (Elemental Plane of Water, Paraelemental Plane of Ice, Paraelemental Plane of Ooze, Quasielemental Plane of Salt, or Quasielemental Plane of Steam).
Benefit: You have a +2 bonus on Balance, Escape Artist, and Tumble checks.
Freefall Flyer [Regional]
When away from the earth’s heavy embrace, the wind carries you as you desire.
Prerequisite: Native to one of the Planes of Air (Elemental Plane of Air, Paraelemental Plane of Ice, Paraelemental Plane of Smoke, Quasielemental Plane of Lightning, or Quasielemental Plane of Vacuum).
Benefit: While on a plane with the “no gravity” trait, you have a fly speed equal to your normal land speed, with perfect maneuverability. When on a plane with the “subjective directional gravity” trait, you automatically succeed at the DC 16 Wisdom check required to set the direction of the gravity’s pull; additionally, if you make a DC 10 Wisdom check (a free action), you can instantly balance the gravity’s pull and hover in place.
Healing Touch [Regional]
The spark of life is strong in your body.
Prerequisite: Native to one of the Positive Planes (Positive Energy Plane, Quasielemental Plane of Lightning, Quasielemental Plane of Mineral, Quasielemental Plane of Radiance, or Quasielemental Plane of Steam).
Benefit: You gain a +2 bonus on Heal checks. In addition, whenever you cast a healing spell or when one is cast on you, the spell is automatically empowered, as per the Empower Spell metamagic feat.
Hide Spark [Regional]
You are able to silence the song of life within you.
Prerequisite: Native to one of the Negative Planes (Negative Energy Plane, Quasielemental Plane of Ash, Quasielemental Plane of Dust, Quasielemental Plane of Salt, or Quasielemental Plane of Vacuum).
Benefit: You are able to intentionally weaken the subtle emanations of life energies coming from your body and soul so that the undead recognize you as one of their own – or close enough not to make a difference. Non-intelligent undead will ignore you, while intelligent undead that feed on living creatures will not think of you as acceptable prey. You can maintain the effect for ten minutes per day easily (duration distributed any way you want), but extending it beyond ten minutes forces you to make a DC 20 Fortitude save each round or take 2 points of Constitution damage.
As long as you keep up the “disguise”, you register as an undead creature when submitted to a detect undead spell or a similar effect.
This is a supernatural ability.
Homeless [Regional]
Due to the transient nature of your home plane, all places are equally foreign to you.
Prerequisite: Native to one of the Transitive Planes (Astral Plane, Ethereal Plane, or Plane of Shadow).
Benefit: You effectively do not have a home plane. You are not considered to be extraplanar on any plane. Therefore, you are immune to effects like dismissal or banishment.
Inner Life [Regional]
Your body and soul resist decay.
Prerequisite: Native to one of the Positive Planes (Positive Energy Plane, Quasielemental Plane of Lightning, Quasielemental Plane of Mineral, Quasielemental Plane of Radiance, or Quasielemental Plane of Steam).
Benefit: You have a +4 bonus on all saving throws against ability damage, ability drain, energy drain, and death effects.
Mediator [Regional]
You know how to diplomatically weave your way through the multiversal society.
Prerequisite: Native to either the Concordant Domain of Outlands or the City of Doors .
Benefit: You have a +2 bonus on Diplomacy, Gather Information, and Sense Motive checks.
Mighty Breather [Regional]
Your lungs always make the most of the air supply that they hold.
Prerequisite: Native to one of the Planes of Air (Elemental Plane of Air, Paraelemental Plane of Ice, Paraelemental Plane of Smoke, Quasielemental Plane of Lightning, or Quasielemental Plane of Vacuum) or one of the Planes of Water (Elemental Plane of Water, Paraelemental Plane of Ice, Paraelemental Plane of Ooze, Quasielemental Plane of Salt, or Quasielemental Plane of Steam).
Benefit: You can hold your breath for a number of rounds equal to four times your Constitution score. After this period of time, you proceed with the usual Constitution checks to continue holding your breath, but you have a +4 bonus on these checks.
Normal: A character can normally hold his breath for a number of rounds equal to twice his Constitution score.
Oathkeeper [Regional]
Once you commit yourself to a cause, you do not turn back.
Prerequisite: Native to one of the Planes of Law (Baator, Acheron, Mechanus, Arcadia , or Mount Celestia )
Benefit: If you voluntarily choose to swear an oath, stating a course of action that leads to a designated goal, the words have a strong inner meaning for you, influencing your future behavior. You have a +1 morale bonus on every task resolution roll (attack roll, saving throw, skill check, or ability check) that is directly involved with fulfilling the oath. However, at the end of each day during which you have not acted toward fulfilling the oath, you must make a DC 15 Will saving throw or suffer 1d2 points of Charisma damage. This damage can only be healed naturally, restoration spells and similar effects do not work. This damage cannot reduce your Charisma score below 1.
You cannot have more than one active oath at the same time; you can only swear a new oath once the original has been fulfilled or when the circumstances have rendered it beyond any hope of fulfillment.
Note : The application of this feat is largely left to GM interpretation. It is recommended that ad hoc and trivial oaths be disallowed (“I swear an oath to kill that guy with the sword over there.”). Also, acts directly involved with fulfilling the oath should be carefully scrutinized. (Things like “I need to steal from this merchant to get the jink to buy better gear to avenge my parents” are not directly involved.)
Portal Sense [Regional]
You have a knack for finding and analyzing portals.
Prerequisite: Native to one of the Transitive Planes (Astral Plane, Ethereal plane, or Plane of Shadow)
Benefit: By making a DC 15 Search check to search a 10-ft. square, you are able to discern whether the area contains a planar portal or not. If it turns out it does, you can attempt to discern some of the portal’s properties. You must examine the portal for at least 10 minutes, after which time you make a Knowledge (the planes) check against DC 20. If this check succeeds, you learn the information that an analyze portal spell would provide in one round. Each subsequent round, you can attempt the Knowledge (the planes) check again to reveal further information. Once you fail the check, you cannot learn anything more about the portal until you gain at least 1 more rank in the Knowledge (the planes) skill.
Pure Blood [Regional]
The divine heritage of your homeland cleanses impurities that may pollute your body.
Prerequisite: Native to one of the Upper Planes (Arborea, Beastlands, Elysium, Bytopia, Mount Celestia , or Arcadia )
Benefit: You have a +4 bonus on Fortitude saves against disease and poison.
Resist Obfuscation [Regional]
Your mind, whether by the structural integrity or its utter lack thereof, is able to resist some befuddling effects.
Prerequisite: Native to either one of the Planes of Chaos (Abyss, Pandemonium, Limbo, Ysgard, or Arborea) or one of the Planes of Law (Baator, Acheron, Mechanus, Arcadia , or Mount Celestia ).
Benefit: You have a +4 bonus on all saving throws against daze, confusion, and stunning effects.
Sense Death [Regional]
You have a “sixth sense” that allows you to discern how close a creature is to death.
Prerequisite: Native to one of the Negative Planes (Negative Energy Plane, Quasielemental Plane of Ash, Quasielemental Plane of Dust, Quasielemental Plane of Salt, or Quasielemental Plane of Vacuum).
Benefit: You can use deathwatch and detect undead at will, as spell-like abilities. The effective caster level is equal to your character level.
Sturdy Soul [Regional]
You play by the rules, always, and thus cannot be swayed by inconsequential mental intrusions.
Prerequisite: Native to one of the Planes of Law (Baator, Acheron, Mechanus, Arcadia , or Mount Celestia ).
Benefit: You are immune to all charm effects, but suffer a -2 penalty on Will saving throws against compulsion effects.
Unfettered [Regional]
You detest being controlled.
Prerequisite: Native to one of the Planes of Chaos (Abyss, Pandemonium, Limbo, Ysgard, or Arborea).
Benefit: You have a +4 bonus on saving throws against compulsion effects. In addition, if you fail this save, you can attempt it again one round later at the same DC. You get only this one extra chance to resist the effect.
Wicked Tongue [Regional]
You lie like a ‘loth.
Prerequisite: Native to one of the Lower Planes (Abyss, Carceri, Gray Waste, Gehenna, or Baator).
Benefit: You have a +2 bonus on Bluff, Intimidate, and Sense Motive checks.
I've finally got some breathing room, so let's let'em rip! IMO, most of these feats are on the cusp of overpowered so most of my suggestions are going to be aimed at counterbalancing this. OTOH, if everyone -- and I mean everyone -- has a regional feat (in addition to their existing build), then I think it might be internally balanced.
Age Resilient: Love the flavor, seems worthless as a PC feat. Given your proclivities I'd be tempted to beef this up but I'm not quite sure how now that spells like haste no longer age you. I'll have to think about this one.
Balanced Blood: This is really powerful, IMO, probably too powerful. I'd suggest reducing the penalty for alignment trait by 1 instead of 2; if you'd like, you can make this stack per alignment, so the net reduction on multiply-aligned planes would be the same 2 as in the feat as written. It also seems inappropriate to be a Sigilian feat since Sigil is the neutral of Cosmopolitanism and not Balance as per the rilmani or Indifference as per most of the rest of the Outlands.
Bane of Falsehood: Two things, really. First, does it stack with other effects, i.e. is it a flat +8 circumstance (or racial?) bonus, or is it typed in some way? Second, +8?? That's... well... huge. Even allowing for the strengthened power of regional feats, that's huge. While I think you're the superior system mechanist by far, that strikes me as too powerful; +6 should be the upper limit, IMO, without tougher prereqs, and I'd consider making it +4 and giving some other subsidiary power instead.
Born Swimmer: Automatically taking 10 is pretty darn powerful, although Swim checks are kinda useless in general. Being amphibious likewise. Tough call.
Citizen of the Ring: I'd throw +2 to Diplomacy in there too, possibly in lieu of Appraise. Another possibility would be to create a list of skills the character could receive bonuses in and let them pick three, that's very in keeping with the feel of the feat.
Dual Existence: I like this one a lot. Very inventive and useful (and abuseable in the best possibleway) but also balanced; practically the definition of a great feat.
Disturbing Mind: I'm torn on this one. I really like the idea behind the feat; as a first-level feat, though, the DC 15 + CHA seems too powerful. Conversely, at higher levels, it doesn't seem all that impressive. I'd be tempted to rewrite it as DC 10 + CHA + (1/2 level) or something similar that scales as the player progresses in their chaotic ways.
Earth Mastery: A rare one that I think is quite underpowered. I'd make it +1 if both are touching the ground, -1 if your opponent isn't, and leave the hardcore negatives to when you personally aren't touching the ground. F'rex: +1 if you're both touching the ground; -1 if your opponent is airborne or waterborne; no bonus or penalty if you're not touching the ground but are riding/mounted on something that is; -2 if you're waterborne; -4 if you're airborne. Something like that.
Also, how should incorporeal creatures be considered by this feat? Does sailing count as "waterborne"? What about flying on a creature? Riding a horse? Other planes where "earth" might be ill-defined (e.g. Ooze, Ethereal)? There's enough ambiguity here that it'd be worth tightening up.
Evil Eye: Holy crap. 10 times more powerful than the base skill? That's obscene. Not just 10 times more powerful, but the opportunity to panic them as well? Too powerful. I'd say have them affected for rounds equal to 1 + half your CHA modifier (minimum 2); that ought to make it (slightly) less obscene, although it's still wicked powerful over the base effect.
Fists of Earth: How does this stack with, e.g., monk? Or, for that matter, creatures of different sizes? It might be better/easier to replace this with something similar to the half-giant mechanic of considering the character one size category larger, or giving them extra damage (e.g. 1 1/2 Strength bonus) or something like that.
Flaming Soul: Benefit seems inappropriate for the Planes of Fire. I'd move it to the Positive Planes instead (replacing Inner Life) and either move Inner Life to the Planes of Fire or try something a little different (e.g. +1 bonus to all Will and Reflex saves, +4 v. compulsion effects).
Freefall Flyer: Should this apply to the Astral or Ethereal? I tend to think not, as it's a fundamentally different form of locomotion, but I'm willing to be persuaded.
[And do you use the Control skill for those two planes? I seem to remember you don't, which is a pity as the easier thing to do would be to give bonuses to Control checks for movement.]
Healing Touch: The most grotesquely overpowered feat of the lot, IMO. First, some clarification: does the empowering include a level raise as per the actual Empower Spell metamagic feat? Does Empower stack with Healing Touch? Does it apply to other forms of healing, too, like a potion or a laying of the hands?
All that's preamble, though, to the second problem: this is basically an epic-level feat. Automatic free Empowerment? Ouch. And it cuts both ways, both as caster and recipient? Yeeeeeeeeeeouch. Applies to spontaneously cast spells? Argh. Available at 1st level? *thud* There's literally no (systemic) reason not to play a healer without this feat, ever.
I'd rewrite this as: "Whenever you cast a healing spell, you may opt to empower the spell as per the Empower Spell metamagic feat. You do not need to possess the Empower Spell metamagic feat in order to use this ability. You do, however, need to use a spell slot of the appropriate level (original spell level + 3) in order to empower the spell in this way." This is a little weak now so you might want to beef it up -- f'rex, "whenever a healing spell is cast on you, you may gain additional hit points equal to your character level", or maybe raise the Heal bonus to +4, or make it stack nicely with Empower (e.g. reducing the numbers of levels in the stack) -- but it's in the right ballpark, I think.
Hide Spark: Holy crap, that's almost identical to how I rewrote Empty Soul! That's... that's just frightening.
Homeless: Seems too powerful. I'd rewrite to say something like "You are not considered to be extraplanar on any plane which borders your home plane. If a plane has multiple layers, this applies only to those layers that border your home plane." Still powerful, especially at high levels, but within reason I think.
Mighty Breather: Like the feat, but oi, the name
Oathkeeper: Love it. Can't wait for it to be horribly abused by PCs and GMs alike. Let the screamfest begin!
Portal Sense: Would it make more sense to simply give them the barbarian's planar substitution feat? Is this intended as a simple update of the similar feat from the extant PSCS Chapter 4? I'm not saying I don't like the feat, just that there's a remarkable amount of redundancy here that ought to be addressed.
[And given that this is a Regional feat I'd be tempted to beef it up but I'm not sure how.]
Pure Blood: Does this feat apply to magical diseases?
Resist Obfuscation: Normal enough feat, love the prereqs.
In general I like the list, it's probably that we have very different design philosophies. In case it wasn't clear, though: good work