Prestige Feats

Prestige Feats

Abjurer (Improved Counterspell; Spell Specialization- Abjuration): Prohibit any school of magic but Abjuration. Learn all Abjuration spells regardless of Spell List. Add [Antimagic] permanently to the Spell Repertoire.


Archer (Rapid Shot; Weapon Focus- Bows): Launch a volley of arrows; target a 10ft radius and make an Attack Roll. Creatures in the area make a Reflex save against the Attack Roll for half damage. This consumes 10 arrows, roll 3 Weapon Dice and add damage modifier(s) once to calculate the damage. At 5th, 10th, and 15th levels add 2 Weapon Dice.


Archdruid (Druid; Scholar- Nature): Change Physiology or size (Tiny to Huge) during [Wildshape] with a Move Action. Retain Armor and Shield bonuses to AC, even when melded into form.


Archmage (Eldritch Blast; Wizard): Use a Free Action to convert [Eldritch Blast] damage to Acid, Cold, Electricity, or Heat. Apply any one [Metamagic] feat to [Arcane Lore] ignoring the penalty or cost.


Assassin (Rogue; Silent): Move at full speed with [Silent]. Add Bleeding, Crippled, Stunned, Suffocating, and Unconscious to the conditions [Rogue] can inflict. Increase their duration to rounds numbering INT. Optionally on a Critical Hit, the target makes a Fortitude save against the damage or dies.


Astrologer (Divine or Planar Magic; Sixth Sense): Use a Crystal Ball as a Spellcasting Focus. Add Casting Modifier to Initiative. Add [Divine Intervention] permanently to the Spell Repertoire.


Augmented Alchemy (Alchemist; Craft- Alchemy): Improve Alchemical items: double dice, bonuses, or duration; but triple the cost and increase the DC by 5.

Aura of Courage (Bravery; Paladin): Allies within 10 feet gain [Bravery].


Aura of Despair (Blackguard; Intimidate): Foes within 10 feet take a -4 penalty on saving throws.


Aura of Evil (Aligned Weapon-Evil; Blackguard): Allies within 10ft gain access to and can use [Aligned Weapon] as a Free Action.


Aura of Good (Aligned Weapon-Good; Paladin): Allies within 10ft gain access to and can use [Aligned Weapon] as a Free Action.


Avatar (Planar Magic; Spontaneous Caster): Gain [Deadly Touch] or [Healing Touch]. At 5th level gain [Aligned Weapon], at 10th gain [Holy Smite] or [Unholy Blight], at 15th gain [Adapted Wings].


Barbarian (Egalitarian or Rebel; Illiterate): Anatomy HD increase to d12s. Not Surprised against traps, and +4 on d20 rolls against becoming Surprised.


Bard (Bardic Knowledge; Inspire feat): The bonus(es) for [Inspire Courage], [Inspire Competence], and [Inspire Heroics] feats improve by +1, this improves again at 10th and 15th level (max +4). The duration of these effects increases to rounds numbering a [Perform] check divided by 4.


Blackguard (Deadly Touch; Destroyer, Malefactor, or Zealot): Gain a bonus to saving throws numbering CHA. Add Evil ranks to damage dealt with [Deadly Touch]. At 5th, 10th, 15th, and 20th levels, gain an additional use of [Deadly Touch].


Blind Rage (Barbarian; Chaotic Rage): Gain the Confused and Hostile conditions during a Battle Trance to ignore effects which require Will saves.

Cannon (Hurling Shot; Power Attack): Target a 30ft line and make a thrown Attack Roll. Creatures make a Reflex save against the Attack Roll for half damage; apply [Hurling Shot], [Power Attack] and double STR on damage. At 5th, 10th, and 15th levels reduce penalties by 2.


Cavalier (Improved Overrun; Mounted Attack): When mounted, Overrun using [Animal Affinity] instead of [Athletics] and Overrun all foes in the line of movement. Mounts attack any foe successfully Overrun once each. Add mount's STR to Weapon Damage with Charge Attacks.


Celestial Guardian (Powerful Aura; Planar Ally; Good 8): Add Celestial to the Bestiary.


Cerebremancer (Psion; Magical Research): Qualify for one Magic feat learning the Arcane, Divine, or Nature Spell lists.


Changeling (Faerie Magic; Spontaneous Caster): Add CHA to saving throws. At 5th level gain [Damage Resistance (Cold Iron)], at 10th gain [Invisibility], at 15th gain [Adapted Wings (Membranous)].


Chaotic Rage (Aligned Weapon- Chaos; Battle Trance- Rage): Use [Aligned Weapon] as a Free Action during the trance. Add Chaos ranks to the damage.


Cleric (Divine or Outsider Magic; Religious): Use a Holy Symbol as a Spellcasting Focus. Gain access to a second Domain. Add [Death] or [Healing] permanently to the Spell Repertoire.


Cohort (Leadership; Powerful Aura): Mentor one follower, their Anatomy HD number level and no longer count against Leadership’s HD; they gain a bonus [Evolution, General, Martial, Metamagic, Monster, Prestige, or Skill] feat; additional feats at 5th, 10th, and 15th levels.


Conjurer (Abundant Step; Spell Specialization- Conjuration): Prohibit any school of magic but Conjuration. Learn all Conjuration spells regardless of Spell List. Add [Teleport] permanently to the Spell Repertoire.


Command Undead (Energy Conduit- Negative; Religious): [Energy Conduit] controls undead in addition to damaging creatures; increase damage dice to d8s. Emanate energy in a 60ft radius burst. Affected undead are healed and obey mental commands as a Move action. Intelligent undead resist with Will saves.


Cryokineticist (Elemental Weapon- Cold; Energy Conduit- Cold): As a Move action, create a [Blade or Polearm] of ice with complexity matching proficiency, dealing Cold damage. Dismiss as a Free action. At 8th, 12th, and 16th add +1d6 Cold.


Deadly Precision (Finesse Attack or Precise Shot; Rogue): Double the dice used for Precision Damage.


Dedication Oath (Ki; Monk): Gain [Healing Touch] replacing Good with Law. At 5th, 10th, and 15th levels, gain one (Su) feat.


Defender (Defensive Stance; Toughness): When using [Defensive Stance], spend a Move action to add CON to AC until the beginning of the next turn.


Diviner (Improved Initiative; School Specialization- Divination): Prohibit any school of magic but Divination. Learn all Divination spells regardless of Spell List. Add [Scrying] permanently to the Spell Repertoire.


Dragon Disciple (Scholar- Arcana; Sorcerer): Class HD increase to d12s. At 5th level gain [Dragon Senses], at 10th level gain [Chromatic, Dharmic, Imperial, or Metallic Scales], and at 15th level gain [Breath Weapon].

Dragon Tamer (Magical Ally; Powerful Aura): Add Dragon to the Bestiary. Alignment must be within one step of the Ally.


Druid (Animal Whisperer; Faerie or Nature Magic): Speak and complete verbal and somatic components of spells in Animal or Plant form. Use any material components or a Spellcasting Focus, even if such items are melded into the assumed form. Cannot use Metallic Armaments. Add [Wild Shape] permanently to the Spell Repertoire.


Duelist (Combat Expertise; Finesse Attack): Ignore penalties and add INT to Attack and Damage rolls when using [Combat Expertise]. Increase Precision Damage from [Finesse Attack] to d8s.


Egoist (Psion; Spell Specialization- Psychometabolism): Learn all Psychometabolism spells.


Eldritch Knight (Fighter; Weapon Stored Spell): Ignore the penalties on [Weaponized Spell]; use the higher of BAB or CL. Gain either [Martial] or [Metamagic] feats when using [Fighter].


Eldritch-Psionic Transparency (Psion; Ki): Use SQ and uses of (Su) feats interchangeably.


Electrokineticist (Elemental Weapon- Electricity; Energy Conduit- Electricity): As a Move action, create a [Bow or Lance] of lightning with complexity matching proficiency, dealing Electricity damage. Dismiss as a Free action. At 8th, 12th, and 16th add +1d6 Electricity.


Enchanter (Charm; Spell Specialization- Enchantment): Prohibit any school of magic but Enchantment. Learn all Enchantment spells regardless of Spell List. Add [Hypnotism] permanently to the Spell Repertoire.

Energy Mastery (Energy Conduit; Spell Meditation): Apply appropriate [Metamagic] feats to [Energy Conduit].


Evoker (Elemental Spell; Spell Specialization- Evocation): Prohibit any school of magic but Evocation. Learn all Evocation spells regardless of Spell List. Add [Elemental Blast] permanently to the Spell Repertoire.


Faerie Courter (Natural Ally; Powerful Aura): Add Fae (Nymph) to the Bestiary.


Faerie Disciple: (Changeling; Scholar- Nature): Gain [Iron Will]. At 5th level gain [Spell Resistance], at 10th level gain [Repression], and at 15th level gain [Invisibility II].


Fiendish Possession (Powerful Aura; Planar Ally; Evil 8): Add Fiend to the Bestiary.


Fighter (Martial Weapon Proficiency; Weapon Focus): 1/day Gain any qualified [Martial] feat for up to 24 hours as a Quick action. At 5th, 10th, and 15th gain another qualified [Martial] feat (max up to 4). They cannot be used as prerequisites.


Genie Caller (Powerful Aura; Planar Ally; Chaos, Law, or Neutral 8): Add Jinn (Genie) to the Bestiary. Alignment must be within one step of the Ally.


Geokineticist (Elemental Weapon- Acid; Energy Conduit- Acid): As a Move action, create a [Hammer or Shield] of earth with complexity matching proficiency, dealing Acid damage. Dismiss as a Free action. At 8th, 12th, and 16th add +1d6 Acid.


Hierophant (Cleric; Maximize Spell): Gain a third Domain. Automatically Maximize the effects of [Death] or [Healing]. The spell can be delivered with a Spell Attack Roll ranging up to 60ft.




Horizon Walker (Druid or Ranger; Wildland Stride): +4 on skill checks within one terrain: Aquatic, Desert, Forest, Hills, Marsh, Mountains, Plains, Tundra, or Underground. Select another terrain at 5th, 10th, and 15th.


Illusionist (After Image; Spell Specialization- Illusion): Prohibit any school of magic but Illusion. Learn all Illusion spells regardless of Spell List. Add [Image] permanently to the Spell Repertoire.


Kineticist (Psion; Spell Specialization- Psychokinesis): Learn all Psychokinesis spells.


Lancer (Spirited Charge; Weapon Focus- Lances): When making a Charge, attack all foes within range throughout the line of movement once each.


Magical Ally (Scholar (Arcana); Summon Ally |Arcana|): Add Chimeric Herald and Energic Herald to the Bestiary.


Mighty Rage (Barbarian; Battle Trance- Rage): When entering Battle Trance, grow one size (adjusting Ability Scores) but the trance only lasts up to half the duration. Equipment won’t change size.


Missile Barrage (Double Attack; Rapid Shot): Throw 10 weapons with the Ammunition and/or Thrown traits, damaging all creatures in a 15ft cone. Creatures make a Reflex save against the Attack Roll for half damage; roll 3 weapon dice and add DEX on damage rolls. At 5th, 10th, and 15th levels add 2 Weapon Dice.


Monk (Defensive Stance; Dominator or Judge): If unarmored, ignore the penalty on attack rolls when using [Defensive Stance]. Elect a -2 penalty on Attack rolls to make an additional Primary Attack.


|Monster| Slayer (Bane Attack; Vicious Attack): Don’t take 1d6 damage with [Bane Attack] and [Vicious Attack].


Nature’s Ally (Scholar (Nature); Summon Ally |Nature|): Add Faeguard and Sylvan to the Bestiary.


Necromancer (Body Fuel; Spell Specialization- Necromancy): Prohibit any school of magic but Necromancy. Learn all Necromancy spells regardless of Spell List. Add [Vampirism] permanently to the Spell Repertoire.


Nomad (Psion; Spell Specialization- Psychoportation): Learn all Psychoportation spells.


Occultist (Arcane or Dragon Magic; Religious): Use a Holy Symbol as a Spellcasting Focus. Reduce the cost for [Metamagic Feats] which spend SQ by 1. (This can reduce the cost to 0). Gain a second Domain. Add [Detect Magic] permanently to the Spell Repertoire.


Oracle (Inspire feat; Ovate): Double the duration of Divination spells. Gain access to a third Domain. When casting, use Inspire feats with a Move Action, identifying the spell is opposed by the [Permorm] check in place of the Spell DC.


Ovate (Faerie or Nature Magic; Religious): Use [Perform] in place of [Animal Affinity], including prerequisites. Use a Holy Symbol as a Spellcasting Focus. Perform to complete somatic and verbal casting components. Gain a second Domain. Add [Nature Connection] permanently to the Spell Repertoire.


Pact Binder (Magical Ally, Nature's Ally, or Planar Ally; Thaumaturge): Permanent summons gain [Empathic Bond].


Paladin (Benefactor, Crusader, or Idealist; Healing Touch): Gain a bonus to saving throws numbering CHA. Add Good ranks to damage healed with [Healing Touch]. At 5h, 10th, 15th, and 20th levels, gain an additional use of [Healing Touch].


Perfect Self (Battle Trance- Zen; Ki): Use (Su) abilities during a Battle Trance.

Planar Ally (Scholar- Cosmology; Summon Ally |Cosmology|): Summoned creatures have Alignment ranks matching the summoner, gaining [Aligned Attack] and [Damage Resistance (Alignment)].


Planar Disciple: (Avatar; Scholar- Cosmology): Class HD increase to d10s. At 5th level gain [Energy Resistance III (negative or positive)], at 10th level gain [Damage Resistance (alignment)], and at 15th level gain [Holy Aura or Unholy Aura].


Prehensile Whip (Improved Disarm; Weapon Focus- Flails): Considered free-handed when using a Flail to Disarm. Whip and chain-like Flails can be used to grab items or ledges, using an Attack Roll in place of skill checks when necessary.


Pyrokineticist (Elemental Weapon; Energy Conduit- Heat): As a Move action, create a [Blade or Flail] of flames with complexity matching proficiency, dealing Heat damage. Dismiss as a Free action. At 8th, 12th, and 16th add +1d6 Heat.


Ranger (Bane Attack; Track): Move at full speed with [Track]. Apply the [Bane Attack] bonus on skill checks involving creatures with the appropriate Anatomy. At 5th, 10th, 15th levels increase the [Bane Attack] bonus by 1.


Rending Attack (Double Attack; Opportunist): After hitting a target twice with [Double Attack], inflict 1d10 + Double STR Precision Damage (Double DEX with [Finesse Attack]). A successful Fortitude save against the Damage result halves it.


Rogue (Sneak Attack; Uncanny Defense): When dealing Weapon Damage to a Fatigued, Nauseated, Prone, Restrained, Stunned, or Surprised foe, the target gains one of the following conditions: Confused, Surprised, Fatigued, or Nauseated for 1 round.


Seer (Psion; Spell Specialization- Clairsentience): Learn all Clairsentience spells.


Shamanism (Divine, Faerie, Nature or Planar Magic; Magical Research): Qualify for one extra Magic feat granting access to either the Divine or Nature Spell lists.


Shaper (Psion; Spell Specialization- Metacreativity): Learn all Metacreativity spells.


Shield Captain (Returning Shot; Weapon Focus- Shields): [Shields] gain the Thrown trait. Catch, Draw, and/or Equip any [Shield] with a Free Action.


Sledger (Improved Sunder; Weapon Focus- Hammers): When using Sunder targeting armor or clothing, the damage applies to the object and wearer equally.


Smite Evil (Aura of Good; Smite Foe): Use [Healing Touch] with Smite Foe and [Aligned Weapon]; increase Good damage by the result of [Healing Touch].


Smite Good (Aura of Evil; Smite Foe): Use [Deadly Touch] with Smite Foe and [Aligned Weapon]; increase the Evil damage by the result of [Deadly Touch].


Sniper (Distant Shot; Precise Shot): Make a Ranged Attack; ignore penalties on [Distant and Precise Shot]. Increase Precision Damage to d8s. Optionally Blind, Cripple, Disarm, or Trip the target.


Soothsayer (Astrologer; Improved Counterspell): Cast [Divine Intervention] as a Reaction, including to Counterspell instead of [Antimagic]. Spend 4 SQ to re-roll any ally’s d20 as a Reaction.


Sorcerer (Dragon Magic; Spontaneous Caster): Gain [Natural Armor] using CHA. At 5th level gain [Adapted Weapon- Claw], at 10th gain [Breath Weapon], at 15th gain [Adapted Wings].

Soulknife (Eldritch Weapon; Ki): Form a Magical Weapon as a Move Action. [Eldritch Weapon] increases to d8s. At 5th, 10th, 15th, and 20th level, gain an additional use of [Eldritch Weapon].


Spell Specialization (Metamagic Tactics; Spell Focus): Add one spell to the Spell Repertoire from the School/Discipline chosen with [Spell Focus].


Stickfighting (Balance; Weapon Focus- Polearms): Spend a Quick Action to change the reach of a Polearm by 5 ft.


Telepath (Psion; Spell Specialization- Telepathy): Learn all Telepathy spells.


Transmuter: (Disguise; Spell Specialization- Transmutation) Prohibit any school of magic but Transmutation. Learn all Transmutation spells regardless of Spell List. Add [Polymorph] permanently to the Spell Repertoire.


Thaumaturge (Augment Summoning; Persistent Spell): A Summon remains permanently, not counting against HD, its Anatomy HD number level; it gains a bonus [Evolution, General, Martial, Metamagic, Monster, Prestige, or Skill] feat; additional feats at 5th, 10th, and 15th.


Theurgy (Arcane, Dragon, Divine, or Planar Magic; Magical Research): Qualify for one extra Magic feat granting access to either the Arcane or Divine Spell lists.


True Healer (Energy Conduit- Positive; Empower Spell): Grant Temporary HP numbering the difference when Healing exceeds current nonzero damage.


Turn Undead (Energy Conduit-Positive; Religious): Increase damage to d8s. Emanate a 45ft radius. Undead not destroyed are Frightened for rounds numbering CHA, Will saves halve the damage and are Frightened 1 round.

Vorpal (Improved Critical; Weapon Focus- Blades): On a critical hit with a [Blade] weapon, roll a d20; on a natural 20, the target is decapitated or Crippled. This is useless against foes without discernible Anatomies.


Warlock (Eldritch Blast; Occultist): Gain a third Domain. Reduce the SQ cost for [Eldritch Blast] by 1; damage dice become d8s. Reduce SQ cost again at 5th and 15th levels; increase damage to d10s at 10th.


Warmaster (Scholar- Culture; Weapon Specialization): [Prestige] feats become available through [Fighter], using [Martial] and/or [Prestige] feats acquired through [Fighter] as prerequisites.


Weapon Specialization (Combat Tactics; Fighter): Add the Combat Tactics bonus to damage rolls with selected weapon group(s) with [Weapon Focus].


Whirlwind Attack (Cleave; Sweeping Attack): Make a melee Attack Roll and apply it against every creature within reach once, inflicting damage to each successful hit equally


Witchcraft (Arcane, Dragon, Faerie or Nature Magic; Magical Research): Qualify for one extra Magic feat granting access to either the Arcane or Nature Spell lists.


Wizard (Arcane or Dragon Magic; Scribe): Use a Spellbook as a Spellcasting Focus. Pages in a Spellbook are Scrolls. Spend SQ matching the Spell Order (applying any [Metamagic] costs and penalties) to cast the spell described by a legible Page. Add [Arcane Lore] permanently to the Spell Repertoire.


Zen Dedication (Aligned Weapon- Law; Battle Trance- Zen): Use [Aligned Weapon] as a Free Action during the trance. Add Law ranks to the damage.


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