Prestige Feats
Abjurer (Improved Counterspell; Spell Specialization- Abjuration): Prohibit one school of magic (not 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. Subjects 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 and/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 Chemical, 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 or Deck of Cards as a Spellcasting Focus. Add Casting Modifier to Initiative. Add [Divine Intervention] permanently to the Spell Repertoire.
Augmented Alchemy (Alchemist; Diligent): 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 Appendage (arms or wings)].
Barbarian (Maverick 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): Add CHA to Saving Throws. 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. Subjects 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 including the Arcane, Divine, or Nature Spell list.
Changeling (Faerie Magic; Spontaneous Caster): Add CHA to saving throws. At 5th level gain [Damage Resistance (Iron)], at 10th gain [Invisibility], at 15th gain [Adapted Wings].
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 or Renown; Powerful Aura): Mentor one character, Anatomy HD number level; they gain a bonus [General, Martial, Metamagic, 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 Subjects; 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): Concentrate to 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 one school of magic (not 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 Focus- Psychometabolism): Learn all Psychometabolism spells. Add [Recover] permanently to the Spell Repertoire.
Eldritch Knight (Fighter; Weapon Stored Spell): Ignore the penalties and limits 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 one school of magic (not 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 one school of magic (not Evocation). Learn all Evocation spells regardless of Spell List. Add [Elemental Blast] permanently to the Spell Repertoire.
Faerie Courtier (Nature’s Ally; Powerful Aura): Add Celestial (Fairy) and Nymph (Fae) 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 Binder (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- Chemical; Energy Conduit- Chemical): As a Move action, create a [Hammer or Shield] of earth with complexity matching proficiency, dealing Chemical damage. Dismiss as a Free action. At 8th, 12th, and 16th add +1d6 Chemical.
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.
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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 one school of magic (not Illusion). Learn all Illusion spells regardless of Spell List. Add [Image] permanently to the Spell Repertoire.
Imbue Spell (Excluding Spell; Weapon Stored Spell): Use area spells with [Weapon Stored Spell]. Exclude the caster without penalty.
Kineticist (Psion; Spell Focus- Psychokinesis): Learn all Psychokinesis spells. Add [Telekinesis] permanently to the Spell Repertoire.
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.
Marksman (Distant Shot; Precise Shot): Increase Precision Damage to d8s. Make a (Primary) Attack ignoring penalties on [Distant and Precise Shot]. Optionally Blind, Cripple, Disarm, or Trip the target.
Mighty Rage (Barbarian; Battle Trance- Rage): Reduce the Duration of a Battle Trance by half to grow one size (adjusting Ability Scores). Equipment is unaffected.
Missile Barrage (Double Attack; Rapid Shot): Throw 10 Ammunition and/or Thrown weapons, damaging all Subjects in a 15ft cone. Reflex 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 Liminal Herald and Sylvan to the Bestiary.
Necromancer (Body Fuel; Spell Specialization- Necromancy): Prohibit one school of magic (not Necromancy). Learn all Necromancy spells regardless of Spell List. Add [Undeath] permanently to the Spell Repertoire.
Nomad (Psion; Spell Focus- Psychoportation): Learn all Psychoportation spells. Add [Empathy] permanently to the Spell Repertoire.
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. Access a third Domain. When casting, use Inspire feats with a Move Action.
Ovate (Faerie or Nature Magic; Religious): Use [Perform] in place of [Animal Affinity]. Use a Holy Symbol as a Spellcasting Focus. [Perform] to complete somatic and verbal casting components. Access a second Domain. Add [Nature Conversance] 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): Add CHA to Saving Throws. 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 Subjects 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 [Bane Attack] on skill checks involving appropriate targets. At 5th, 10th, 15th levels increase all [Bane Attack] bonuses 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.
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Rogue (Sneak Attack; Uncanny Defense): When dealing Weapon Damage to a Fatigued, Nauseated, Prone, Restrained, Stunned, or Surprised foe, inflict one condition: Confused, Surprised, Fatigued, or Nauseated for 1 round.
Seer (Psion; Spell Focus- Clairsentience): Learn all Clairsentience spells. Add [Cognition] permanently to the Spell Repertoire.
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 Focus- Metacreativity): Learn all Metacreativity spells. Add [Ectoplasm] permanently to the Spell Repertoire.
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].
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): Concentrate to conjure a Magical Weapon with complexity matching proficiency. [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 more spell to the Spell Repertoire from the chosen School/ Discipline.
Stickfighting (Balance; Weapon Focus- Polearms): Spend a Quick Action to change the reach of a Polearm by 5 ft.
Telepath (Psion; Spell Focus- Telepathy): Learn all Telepathy spells. Add [Antipathy] 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.
Transmuter: (Disguise; Spell Specialization- Transmutation) Prohibit one school of magic (not Transmutation). Learn all Transmutation spells regardless of Spell List. Add [Polymorph] permanently to the Spell Repertoire.
True Healer (Energy Conduit- Positive; Empower Spell): Grant Temporary HP numbering the difference when Healing exceeds a Subject’s current HP 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 halves damage. | 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 (Skill Focus- Expertise (Warfare); 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 Subject 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. |