Anesthetic Spell (Metamagic)
You have mastered a combat focused arcane style that twines a powerful variant of the familiar sleep spell into damage dealing spells, allowing you to either incinerate your enemies… or take them out of the fight even if they survive your spell barrage.
Benefit: You may modify any damage dealing spell into an anesthetic spell. An anesthetic spell takes up a spell slot two levels higher than normal. When struck by an anesthetic spell, all victims who take damage from the core spell must succeed at an additional WILL save or be affected as if by the sleep spell. The DC of the sleep spell’s associated WILL Save is determined by the level of the core spell, not its own. An anesthetic spell has no additional effect on creatures normally immune to sleep, such as Elves
Tactical Defense (General)
Prerequisites: Base Attack Bonus +10, Weapon Training II
Benefit: Whenever you are attacked by an enemy wielding a weapon for which your Weapon Training class feature would apply, you add your Weapon Training bonus as an insight bonus to your armor class. You must be aware of the attack and not denied your DEX bonus to armor class to gain the benefit of this feat.
You have a keen sense of impending death, and fight at your best when preying on those already suffering and wounded.
Prerequisites: favored enemy class feature, any non-good alignment
Benefit: When battling any favored enemy, you are aware of your target’s maximum and current HP total, and receive an additional +1 morale bonus on attack and damage rolls made against any favored enemy with half Hit Points or fewer.