Reinsidorian Feats


General Feats

ACROBAT [General]
You are known for sense of balance.
Benefit: You gain a +2 Bonus to all Balance and Tumble checks.

ADDITIONAL PREFERED CLASS [General]
You are naturally adept with the skills and abilities of some classes.
Benefit: Choose a core class, such as Fighter or Barbarian. This class is considered a Prefered Class in adition to any other prefered class you may posses due to your race.
Special: You may choose this feat multiple times. Each time it applies to a different class.

ARCANE DEFENSE [General]
As in T&B.

ARCANE PREPARATION [General]
As in T&B.

ARMOR FOCUS [Fighter, General]
You are skilled in the use of some types of armor.
Prerequisites: Proficiency with the chosen armor type, Base attack bonus of +2 or higher.
Benefit: Choose and Armor type you are proficient with, such as Chain Mail or Leather Armor. When wearing the selected armor type, your armor check penalties are reduced by 2. This bonus stacks with the bonus granted by masterwork armor.
Special: You may choose this feat multiple times, each time it applies to a different kind of armor.

ARMORED SPELLCASTING [General]
You are proficient in casting while in armor.
Prerequisites: Proficiency with the chosen armor type.
Benefit: Choose an armor type you are proficient with, such as Chain Mail or Plate Mail. When casting spells while wearing the chosen armor, your armor's Arcane failure penalty is reduced by 10%.
Special: You may choose this feat multiple times, each time it applies to a different kind of armor.

ARTIST [General]
You are known for your brilliant performances.
Benefit: Choose two perform skills. You gain a +2 Bonus to all checks on these skills.

AUGMENT SUMMONING [General]
As in T&B.

BLINDSIGHT 5-foot radius [Fighter, General]
Same as in S&F.

DEFENSIVE DOUBLE WEAPON FIGHTING [Fighter, General]
You are proficient with the style of fighting with one end for attack and one to defend.
Prerequisites: Ambidexterity, Base attack bonus +4, Proficiency with a double weapon.
Benefit: When you are using the full attack action with a double weapon with which you are proficient, you can forgo all offhand attacks in exchange for a +2 Armor bonus to AC for one round. If you have the Improved Two-Weapon fighting feat, you receive a +4 Armor bonus instead. This armor bonus stacks with the bonus provided by shields and armor. The attacks with the primary hand suffer the usual penalties detailed on Table 8-2 in the Player�s Handbook.
Note: Any condition that makes you lose your Dexterity bonus to AC, also makes you lose the Dodge bonus granted by this feat. Normal: You can fight defensively to add +2 dodge bonus to AC, while taking all attacks, but at the cost of -4 to all attack rolls.

CIRCLE KICK [General]
As in S&F

CLEAVE ASUNDER [Fighter, General]
You know how to follow through when you break an opponent's weapon or shield.
Prerequiste: Str 13+, Power Attack, Cleave, Sunder, Base attack bonus +4 or higher.
Benefit: After successfully sundering an opponent's weapon you may make a free attack against that opponent or another object he is holding.
Credit: Michael J. Kletch

CLOSE COMBAT FIGHTING [General]
As in S&F

DEATH BLOW [Fighter, General]
As in S&F

DIRTY FIGHTING [Fighter, General]
As in S&F

DOMAIN MASTERY [General]
Choose one of your domains, such as Healing. You can cast spells from this domain more easily.
Prerequisite: Access to domain spells.
Benefit: You may now spontaneously cast your domain spells by converting prepared spells of the domain spell�s level or higher. You may only do this if the domain spell also appears on the Cleric Spell list. This works similar to a good cleric�s ability to spontaneously cast cure spells.
Special: You may choose this feat multiple times. Each time it applies to a different domain.

DRAW CUT [Fighter, General]
You have mastered a fighting style that relies on a single
Prerequisites: Quick Draw, Base Attack Bonus +6 or higher.
Benefit: You may forego all your attacks this round in favor of a single shot with a bonus to hit equal to your level. Any hit will automatically deal maximum damage. You must use a full attack action to use this feat.

DUAL STRIKE [General]
As in S&F

EAGLE STRIKE [General]
As in S&F

ELEMENTAL BLOODLINE [General]
The Blood of outsiders courses through your veins.
Benefit: Choose an energy type from the following list: Fire, Cold, Acid, Electricity, Sonic. You gain a +1 elemental bonus to all saves vs spells and spell-like abilities of the same element.
Special: You may only choose this feat at first level and you may only choose it once.

EXPERT TACTICIAN [Fighter, General]
As in S&F

EXTRA SLOT [General]
As in T&B.

EXTRA SPELL [General]
As in T&B.

EXTRA STUNNING ATTACK [General]
As in S&F

EYE'S IN THE BACK OF YOUR HEAD [Fighter, General]
As in S&F

FAST HEALING [General]
You recover from your wounds more quickly than normal.
Prerquisite: Con 13+, Toughness.
Benefit: Add twice your Constitution Bonus to the number of HP you heal per day.

FEIGN WEAKNESS [Fighter, General]
As in S&F

FIST OF IRON [General]
As in S&F

FLEXIBLE REACH [Fighter, General]
You know how to use polearms to greater effect.
Prerquisite: Dex 13+, Int 13+
Benefit: Choose a target. You may use reach weapons against that target even if he is adjacent to you.
Normal: You may not use reach weapons against opponents adjacent to you.
FORESTER [General]
You know how to survive in the wilderness.
Benefit: You gain a +2 bonus to all Heal and Wilderness Lore checks.

GREATER SUNDER [Fighter, General]
You are incredibly skilled whith the Sunder Maneuver.
Prerequisites: Sunder, Base attack bonus +2 or higher
Benefit: You receive +2 bonus to the opposed roll check to Sunder an opponent's weapon.

GREATER SPELL FOCUS [General]
As in T&B.

GREATER SPELL PENETRATION [General]
As in T&B.

HOLD THE LINE [Fighter, General]
As in S&F

IMPROVED FAMILIAR [General]
As in T&B.

IMPROVED OVERRUN [Fighter, General]
As in S&F

IMPROVED RAPID SHOT [Fighter, General]
Your can use ranged weapons even faster than before.
Prerequisites: Rapid Shot, Base Attack Bonus +9 or better.
Benefit: You get another extra attack with a ranged weapon per round, besides that granted by Rapid Shot. The Attack is at your base attack bonus -5, but each attack suffers a -2 penalty. You must use the Full Attack Action to use this feat.

IMPROVED SINGLE WEAPON FIGHTING [Fighter, General]
You have specialized in a style of combat that focuses on a single weapon and a free hand.
Prerequisites: Dex 15+, Single Weapon Fighting Style Base Attack Bonus +6 or higher.
Benefit: When fighting with one weapon in one hand and nothing on your off hand, you gain a second +1 skill bonus to to distribute to either your attack rolls or to AC. You may choose which bonus to apply once per round as a free action. Note: Any situation that makes you lose your Dexterity bonus to AC makes you lose the skill bonus granted by this feat.
The benefits of this feat apply only if you are proficient with the weapons you are using.

IMPROVED SUNDER [Fighter, General]
As in S&F.

IMPROVED TWO-HANDED FIGHTING [Fighter, General]
You use the inertia of your swing to gain a speed advantage over your opponents
Prerequisites: Str 15+, Base Attack Bonus +6 or higher, Two-Handed Fighting
Benefit: When wielding a weapon two-handed you gain a +2 inertia bonus to initiative. This bonus overlaps (does not stack with) the bonus granted by Two-Weapon Fighting.
The benefits of this feat apply only if you are proficient with the weapons you are using.

IMPROVED WEAPON FINESSE [Fighter, General]
You are proficient in dealing damage by hitting all the right spots and not through sheer force.
Prerequisites: Dex 15+, Base Attack Bonus +4, Weapon Finesse
Benefit: Choose a weapon you have Weapon Finesse with. When using that weapon in melee combat, you may add your Dex bonus instead of your Str bonus when you deal damage to a target.
Normal: You add your Str bonus to the weapon damage.

IRON GRIP [General]
Your grip on your weapons is stronger than most.
Benefit: You gain a +2 grip bonus to your opposed roll when someone is attempting to dissarm you.

KNOCK DOWN [Fighter, General]
As in S&F

LIGHTNING FIST [General]
As in S&F

LOGICAL BRAIN [General]
You may use logic and similar intellectual capabilities to escape spells that affect your mind.
Benefit: You may use your Intelligence bonus for your Will saves instead of your Wisdom bonus.

LOOSE JOINTS [General]
Your joints have been damaged in the past, alowing you to snap them in and out of position.
Benefit: You gain a +2 bonus to all Escape Artist and Hide checks.

LUCK OF HEROES [General]
You have been blessed with unbeliavable luck.
Benefit: +1 Luck Bonus to all saving throws.
Special: You may take this spell at first level only.

MANTIS LEAP [General]
As in S&F

MASTERFUL DISSARM [Fighter, General]
You are incredibly skilled whith the Dissarm Maneuver.
Prerequisites: Improved Dissarm
Benefit: You receive +2 bonus to the opposed roll check to dissarm an opponent.

MASTERFUL TRIP [Fighter, General]
You are incredibly skilled whith the Trip Maneuver.
Prerequisites: Improved Trip
Benefit: You receive +2 bonus to the opposed roll check to trip an opponent.

MOUNTAINEER [General]
You know how to move across mountains and similar terrein.
Benefit: You gain a +2 Bonus to all Climb and Jump checks.

OFF-HAND PARRY [Fighter, General]
As in S&F

OFFENSIVE DOUBLE WEAPON FIGHTING [Fighter, General]
Your fighting style with a double weapon causes more damage than normal. Prerequisites: BAB 6+, Weapon Proficiency with a Double Weapon, Weapon Focus in a Double Weapon.
Benefit: Choose a double weapon you have Weapon Focus with. When using that weapon you may add 1.5 times your normal strength to the damage dealt by to both heads instead of the damage normally permitted.
Normal: You add your strength to the damage dealt by your main hand head and half your strength to the damage dealt by the off hand head.

PAIN TOUCH [General]
As in S&F

PIN SHIELD [Fighter, General]
As in S&F

POWER LUNGE [Fighter, General]
As in S&F

PRONE ATTACK [Fighter, General]
As in S&F

RAPID RELOAD [Fighter, General]
As in S&F

REMAIN CONSCIOUS [Fighter, General]
As in S&F

RESIST POISON [General]
In the past, you have been exposed to controlled quantities of Poison to build up an immunity to it.
Benefit: +2 Bonus to Fort Saving Throws against all poisons.
Special: You may take this spell at first level only.

SCHOLAR [General]
You have spent time studying in the past.
Benefit: Choose to Knowledge skills. You gain a +2 bonus to all checks on these skills.

SHARPSHOOTER [Fighter, General]
You are extremely accurate and deadly with ranged weapons.
Prerequisites: Precise Shot, Base Attack Bonus +9 or higher, Proficiency with a bow or shortbow.
Benefit: You may forego all your attacks with a bow or short bow this round in favor of a single shot with a bonus to hit equal to your level. The threat range of your weapon is doubled as if you had the feat Improved critical with the weapon, and should you score a critical, you need not reroll to confirm it. You must use a full attack action to use this feat.

SHIELD EXPERT [Fighter, General]
As in S&F

SHIELD FOCUS [Fighter, General]
You are more skilled than normal in the use of a certein type of shields.
Prerequisite: Proficiency with the chosen Shield type.
Benefit: Choose a shield type you are proficient with, such as bucklers or large shields. In your expert hands, your shield's Armor check Penalties are reduced by 1. This bonus stacks with the bonus granted by masterwork shields.
Special: You may choose this feat multiple times, each time it applies to a different kind of shield.

SILVER PALM [General]
You are known for your though bargaining skills.
Benefit: You gain a +2 bonus to all Appraise and Bluff checks.

SINGLE WEAPON FIGHTING [Fighter, General]
You have specialized in a style of combat that focuses on a single weapon and a free hand.
Prerequisites: Dex 15+, Base Attack Bonus +2 or higher.
Benefit: When fighting with one weapon in one hand and nothing on your off hand, you gain gain either a +1 skill bonus to your attack roll, or a +1 skill bonus to AC. You may choose which bonus to apply once per round as a free action. Note: Any situation that makes you lose your Dexterity bonus to AC makes you lose the skill bonus granted by this feat.
The benefits of this feat apply only if you are proficient with the weapons you are using.

SKILLED ARTISAN [General]
You are known for your quality of your craftsmanship.
Benefit: Choose two Crafts. You gain a +2 Bonus to all checks on these Crafts.

SMOOTH TALKER [General]
You are used to dealing with all kind of strangers.
Benefit: You gain a +2 bonus to all Diplomacy and Sense Motive checks.

SNATCH ARROWS [General]
As in S&F

SPELL CASTING PRODIGY [General]
You are exceptionally gifted for spellcasting.
Benefit: For the purpose of determining bonus spells and Saving Throw's DCs, consider your primary spellcasting ability as two higher than its actuall value.
Special: You may only select this feat at first level. If you select this feat multiple times (if you are a human, for example), then it applies to a different spellcaster class each time.

SPELL SPECIALIZATION [General]
As in T&B.

STEALTHY [General]
You are known for your sneakiness.
Benefit: You gain a +2 Bonus to all Hide and Move Silently checks.

SUPERIOR PRECISE SHOT [Fighter, General]
As "Sharp-Shooting" from S&F

SUPREME CLEAVE [Fighter, General]
You wield melee weapons with such skill, that you can strike multiple opponents and take a single step when you fell your foes.
Prerequiste: Str 13+, Power Attack, Cleave, Great Cleave, Base attack bonus +6 or higher.
Benefit: You may take a single 5 foot step after cleaving an opponent. You may take this 5 foot step only once in a round.

STREET SMARTS [General]
You know how to survive and interact in the underworld.
Benefit: You gain a +2 Bonus to all Bluff and Gather Information checks.

TWIN WEAPON FIGHTING [Fighter, General]
You have mastered a style of defense that others find frustrating.
Prerequisites: Two Weapon Fighting, Base Attack Bonus +3 or Highte
Benefit: When fighting with two swords, you can designate a melee opponent during your action and receive a +2 armor bonus to your armor class against attacks from that opponent. This armor bonus stacks with the armor bonus from armor and shield. You can select a new melee opponent on any action. A condition that makes you lose your dexterity bonus to armor class (if any) also makes you lose this bonus.
The benefits of this feat apply only if you are proficient with the weapons you are using.

TWO-HANDED FIGHTING [Fighter, General]
You use the inertia of your swing to gain a speed advantage over your opponents.
Prerequisites: Str 15+, Base Attack Bonus +2 or higher
Benefit: When wielding a weapon two-handed you gain a +1 inertia bonus to initiative.
The benefits of this feat apply only if you are proficient with the weapons you are using.

ZEN ARCHERY [Fighter, General]
As in S&F

Fighter only Feats

ARMOR SPECIALIZATION [Special]
You are used to wearing a particular kind of armor.
Prerequisites: Armor Focus, Fighter Level 4.
Benefit: Choose one type of Armor you have Armor Focus with with, Such as Scale mail or Full-Plate Mail. When wearing the selected armor, you may add 1 to the armor's Max Dex limit. A condition that makes you lose your dexterity bonus to armor class (if any) also makes you lose this bonus.
Special: You may choose this feat multiple times, each time it applies to a different kind of armor.

ARMOR MASTERY [Special]
You have mastered the use of a particular kind of armor.
Prerequisites: Armor Specialization, Fighter Level 8.
Benefit: Choose one type of Armor you have Armor Specialization with, Such as Leather Armor or Splint Mail. When wearing the chosen armor type, your armor gains a +2 Mastery bonus to its armor bonus. This stacks with the enhancement to armor bonus provided by magical armor. A condition that makes you lose your dexterity bonus to armor class (if any) also makes you lose this bonus.
Special: You may choose this feat multiple times, each time it applies to a different kind of armor.

SHIELD SPECIALIZATION [Special]
You have become skilled in the proper use of a kind of shield.
Prerequisites: Shield Focus, Fighter Level 2.
Benefit: Choose a shield type you have shield focus on, such as buckler or Small shields. In your expert hands, your shield grants gets a +1 mastery bonus to its armor bonus. This stacks with the enhancement bonus provided by magical shields. A condition that makes you lose your dexterity bonus to armor class (if any) also makes you lose this bonus.
Special: You may choose this feat multiple times, each time it applies to a different kind of shield.

SHIELD MASTERY [Special]
You have mastered the use of a certein shield type, and use it effectively to avoid damage.
Prerequisites: Shield Specialization, Fighter Level 6.
Benefit: Choose a shield type you have Shield Specialization on, such as large shields or Tower shields. In your expert hands, your shield grants you a +2 cover bonus against missiles and thrown weapons. A condition that makes you lose your dexterity bonus to armor class (if any) also makes you lose this bonus.
Special: You may choose this feat multiple times, each time it applies to a different kind of shield.

SUPERIOR WEAPON FOUCUS [Special]
Choose a weapon you have Weapon Specialization with. Your skill with your chosen weapon increases even more.
Prerequisites: Weapon Specialization, Fighter Level 8.
Benefit: +2 bonus to attack rolls with your chosen weapon. This bonus overlaps (does not stack with) the bonus granged by weapon focus.
Special: You may take this feat multiple times. Each time it applies to a different kind of weapon.

SUPERIOR WEAPON SPECIALIZATION [Special]
Choose a weapon you have Superior Weapon Focus with. You have become so used to employing this weapon, that your reactions with it are faster than before.
Prerequisites: Superior Weapon Focus, Fighter Level 12.
Benefit: +4 bonus to Damage with your chosen weapon. This bonus overlaps (does not stack with) the bonus granted by Weapon Specialization.
Special: You may take this feat multiple times. Each time it applies to a different kind of weapon.

WEAPON MASTERY [Special]
Choose a weapon you have Superior Weapon Specialization with. You learned how to strike like the whirlwind, at the expense of accuracy.
Prerequisites: Superior Weapon Foucs, Fighter Level 16.
Benefit: The fighter may take a single extra attack with his chosen weapon at his highest base attack, but this attack and each other made in the same round suffer a -2 attack penalty.
Special: You may take this feat multiple times. Each time it applies to a different kind of weapon.

WEAPON GRAND MASTERY [Special]
Choose a weapon you have Weapon Mastery with. You have achieved the pinnacle of skill with your chosen weapon. In your skilled hands, your chosen weapon becomes deadlier than normal.
Prerequisites: Weapon Mastery, Fighter Level 20.
Benefit: The damage die of your chosen weapon increases by one step.
Special: You may take this feat multiple times. Each time it applies to a different kind of weapon.

Metamagic Feats

CHAIN SPELL [Metamagic]
As in T&B.

COOPERATIVE SPELL [Metamagic]
As in T&B.

DELAY SPELL [Metamagic]
As in T&B.

DISPLACED SPELL [Metamagic]
Your spell originates from another place other than where you are.
Benefit: You can have you spell start from anywhere up to fifty feet from where you are. The place the spell originates must be in full view from where you are. The spell can go out any direction from that place. Only spells that normally come directly from the caster can be affected (Color spray, magic missile, fireball, cone of cold, etc). A displaced spell uses a spell slot two levels higher than the spell's actual level.

ENERGY ADMIXTURE [Metamagic]
As in T&B.

ENERGY SUBSTITUTION [Metamagic]
As in T&B.

ESCHEW MATERIALS [Metamagic]
As in T&B.

IMPROVED COUNTERSPELL[Metamagic]
You understand the nuances of magic to such an extent that you can counter your opponent�s spells with great efficiency.
Prerequisites:
Benefit: When counter spelling, instead of using the exact spell you are trying to counter, you may use a spell of the same school that is one or more levels higher than the target spell.

IMPROVED QUICKEN SPELL[Metamagic]
Allows the casting of an additional quickened spell each round for each time the feat is taken.
Prerequisites: Quicken Spell, Silent Spell, ability to cast 5th level Spells.
Benefit: When this feat is taken, you can cast two quickened spells a round.
Normal: A character may cast one quickened spell each round.

PERSISTANT SPELL [Metamagic]
As in T&B.

RAY BURST [Metamagic]
You change the effect of a ray spell to a 30-foot radius centered on yourself.
Benefit: A ray burst hits all targets (friend or foe) within 10 feet. Targets within 30 feet are allowed a Reflex save to avoid the burst. Any targets that do not avoid the effect are treated as if they were hit by the ray spell. Any target with 100% cover with respect to the caster is not affected. A ray burst spell uses up a spell slot three levels higher than the spell�s actual level.
Credit: Stephen Schubert, Dragon Annual 5.

RAY CONNING [Metamagic]
You expand a ray spell to a 30-foot cone.
Benefit: All targets in the area of effect receive Reflex saves to avoid the effect, but are otherwise affected as if they were hit by the ray spell. A coned ray uses up a spell slot two levels higher than the spell�s actual level.
Credit: Stephen Schubert, Dragon Annual 5.

RAY EXTENSION [Metamagic]
You maintain a ray spell for an additional round.
Benefit: When the extended ray spell is cast, you can use your next action to attack with the same ray. You can designate either a different target or the same target. If any other actions are taken, or the spell is disrupted before your next action, then you lose the extended spell (though any previous effects remain). An extended ray uses up a spell slot one level higher than the spell�s actual level.
Credit: Stephen Schubert, Dragon Annual 5.

RAY FOCUS [Metamagic]
Your ray spells are more effective than normal.
Benefit: Add +2 to the DC for all saving throws against all ray spells that you cast.
Special: The effects of this feat stack with the effects of the Spell Focus feat.
Credit: Stephen Schubert, Dragon Annual 5.

REPEAT SPELL [Metamagic]
As in T&B.

SANCTUM SPELL [Metamagic]
As in T&B.

SCULPT SPELL [Metamagic]
As in T&B.

SIGNATURE SPELL [Metamagic]
You are so familiar with a mastered spell that you can convert other prepared spells into that spell.
Prerequisites: Spell Mastery
Benefit: Each time you take this feat, choose a spell you have mastered with Spell Mastery. You may now convert prepared arcane spells of that spell's level or higher into that signature spell, just as a good cleric spontaneously casts prepared spells as cure spells.
Special: You may gain this feat multiple times. Each time you take the feat, it applies to a new-mastered spell.

SPLIT RAY [Metamagic]
As in T&B.

SUBDUAL SUBSTITUTION [Metamagic]
As in T&B.

TWIN SPELL [Metamagic]
As in T&B.

WIDEN SPELL [Metamagic]
As in T&B.

Divine Feats

DIVINE ARMOR [Divine]
You may channel energy around you to gain a temporary bonus to AC.
Prerequisites: Cha 13+, Ability to turn or rebuke undead, Base Attack Bonus +4 or higher.
Benefit: You may forego one of your turn (or rebuke) undead attempts per day to gain a +4 Holy (or Unholy) bonus to AC. This bonus lasts for a number of rounds equal to your Charisma bonus.

DIVINE CLENSING [Divine]
As in DotF.

DIVINE MIGHT [Divine]
As in DotF.

DIVINE PROTECTION [Divine]
You may channel energy around you to gain a temporary bonus to your HP.
Prerequisites: Cha 13+, Ability to turn or rebuke undead, Base Attack Bonus +6 or higher.
Benefit: You can spend one of your turning attempts to grant you a number of temporary hit points equal to your cleric level (or equivalent cleric level for turning). The temporary hit points last a number of rounds equal to your Charisma bonus. This bonus only applies to Evil (or Good) aligned creatures.

DIVINE RESISTANCE [Divine]
As in DotF.

DIVINE SHIELD [Divine]
As in DotF.

DIVINE VENGEANCE [Divine]
As in DotF.

DIVINE VIGOR [Divine]
As in DotF.

DIVINE WRATH [Divine]
You may channel positive energy into your weapon in an attempt deal extra damage to undead.
Prerequisites: Ability to turn undead, Base Attack Bonus +4 or higher.
Benefit: You may forego one of your turn undead attempts per day. For the next round your weapon is considered blessed and any hit against an undead is automatically considered a critical hit.

EMPOWER TURNING [Divine]
As in DotF.

IMPROVED TURNING [Special]
You can turn undead more easily.
Prerequisites: Cha 13+, Extra turning.
Benefit: You gain a +2 divine bonus to your turning (or rebuffing) checks.

Reinsidorian Skills


VENTRILOQUISM (Cha; Trained Only)
You can throw your voice a certain distance away, without moving your lips.
Checks: You can use this skill to fool targets into thinking they are hearing voices from other directions. Any opponent that is watching you gets a Spot or Sense Motive check to discover the ruse. Perform (Acting) skills are needed to imitate the voice of others.
Retry: Generally, a failed Ventriloquism check makes the target to suspicious to retry a second time.
Special: 5 or more ranks in Bluff grants a +2 synergy bonus to Ventriloquism checks. 5 or more ranks in Ventriloquism grants a +2 Synergy bonus to Bluff and Pick Pockets.

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