General

Cheat Death (General) Fr

Your understanding of anatomy and healing is so great, you can bring souls back from the brink of death.

Prerequisite: Heal 10 ranks

Benefit: You can restore life to a dead creature as long as it has not been dead for more than one round. If you reach the target in time, you must spend a full round action and succeed on a Heal check DC 25. If you succeed, the target is immediately restored to -9 HP’s and is now stable. For each additional 10 to the DC the target can be dead for an additional round. i.e.. DC 35 less than 2 rounds, DC 45 less than 3. However, the target must have been slain by HP damage and whose body is capable of sustaining life. For example, they cannot have died by death effect or disintegrate.

Chill Hand (General) Fr

Your touch is as cold as the grave.

Prerequisite: Caster level 3rd, ability to cast Chill Touch

Benefit: As long as you have a Chill Touch spell prepared, or a slot available to cast it, your unarmed strike attacks may deal cold damage. You also cast spells with the cold descriptor at +1 caster level.

Font of Damage (Divine)

You are a wellspring of pain.

Prerequisite: Ability to rebuke undead, Font of Death

Benefit: As a standard action, you may sacrifice a rebuke undead attempt to damage all creatures with a burst effect in a 30-foot radius centered on you. The amount of the damage is equal to 1d6 points of damage plus 1d6 for every two levels of turning beyond 1st. (2d6 at 3rd, 3d6 at 5th, and so on)

Font of Death (Divine)

You are a well of death.

Prerequisite: Ability to rebuke undead.

Benefit: As a standard action, you may sacrifice a rebuke undead attempt to slay all dying creatures with a burst effect in a 30-foot radius centered on you.

Font of Healing (Divine)

You are a wellspring of healing.

Prerequisite: Ability to turn undead, Font of Life

Benefit: As a standard action, you may sacrifice a turn undead attempt to cure all creatures with a burst effect in a 30-foot radius centered on you. The amount of the damage healed is equal to 1d6 points of damage plus 1d6 for every two levels of turning beyond 1st. (2d6 at 3rd, 3d6 at 5th, and so on)

Font of Life (Divine) Fr

You are a wellspring of life.

Prerequisite: Ability to turn undead.

Benefit: As a standard action, you may sacrifice a turn undead attempt to stabilize all dying creatures with a burst effect in a 30-foot radius centered on you.

Improved Combat Expertise (General) Fr

You are a master of using your combat training for defense.

Prerequisite: Combat Expertise, BaB +6

Benefit: As per Combat Expertise, but up to a maximum of 10.

Special: Fighter Bonus feat

Improved Spell Mastery (Special) Fr

You have mastered a handful of spells and can enhance their power.

Prerequisite: Spell Mastery

Benefit: Whenever you cast a spell you selected for the Spell Mastery feat you gain a +1 to your caster level. Also, when applying meta-magic feats to these spells you gain one free spell level to offset the usual penalties.

Item Affinity (General) Fr

Your extensive knowledge of a particular school of magic allows you to coax more power out of related magic items.

Prerequisite: Arcane school specialist, Spell Focus

Benefit: When using scrolls, staffs, or wands that contain a spell of your chosen school, the spell’s save DC and caster level are increased by one.

Lingering Enchantment (General) Fr

Subjects once affected by your enchantment spell find themselves craving the touch of your spells

Prerequisite: Cha 15, Grt Spell Focus – enchantment

Benefit: Any target that fails a saving throw against an enchantment spell you cast must make a second Will save at the same DC or take a penalty equal to one-half your caster level vs. any enchantment spell you cast for the next 24 hours.

Necromantic Resonance (General ) Fr

Necromancy spells you cast leave a lasting mark on your targets.

Prerequisite: Int. 17, Grt Spell Focus – necromancy, evil

Benefit: Any target that fails against a necromancy spell you cast, is overcome with horror and must make a second Will save at the same DC, or be shaken for a number of rounds equal to the spell’s level.

Quick Study (Special) Fr

You may exchange prepared spells with a short period of study.

Prerequisite: Int 17, Spell Mastery

Benefit: If you spend one hour of studying your spellbook, you may exchange a number of prepared spells equal to your Intelligence bonus for spells of equal or lesser level in your spellbook. Using this feat requires intense concentration. You must make a concentration check DC 15 for minor distractions (ex. Unexpected noises or interruptions). Physical injury or extended distractions foil the attempt and you must start over.

General

Dark Waters of Freeport DragonMage