Prestige Class Features in Pathfinder: Wrath of the Righteous are special abilities of Prestige classes. In Pathfinder: Wrath of the Righteous most characters have usable abilities, which may be limited to a certain number of charges.

 

 

All Prestige Classes Features/Abilities

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Name

Class

Description

Arcane Spellcasting

Arcane Trickster
Dragon Disciple
Eldritch Knight
Mystic Theurge
At 1st level, Arcane Trickster selects an arcane spellcasting class she belonged to before adding the prestige class. When a new Arcane Trickster level is gained, the character gains new Spells per day and new Spells known as if she had also gained a level in that spellcasting class.

Ranged Legerdemain

Arcane Trickster An Arcane Trickster can use Trickery at a range of 30 feet. Working at a distance increases the normal skill check DC by 5.

Impromptu Sneak Attack

Arcane Trickster Beginning at 3rd level, an Arcane Trickster can enter a special stance that allows him to improvise a way to sneak attack targets regardless of their awareness. An Arcane Trickster can maintain this stance for one round per day. For every two levels above 3rd, an Arcane Trcickster can maintain this stance for one additional round, up to a maximum of 4 rounds at 9th level. The target of impromptu sneak attacks loses any Dexterity bonus to AC, but only against those attacks. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

Invisible Thief

Arcane Trickster At 9th level, an Arcane Trickster can become invisible, as if under the effects of greater invisibility, as a Free Action. He can remain invisible for a number of rounds per day equal to his Arcane Trickster level. These rounds need not be consecutive.

Surprise Spells

Arcane Trickster At 10th level, an Arcane Trickster can add his sneak attack damage to any Spell that deals damage, if the targets are Flat-footed. This additional damage only applies to Spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.

Death Attack

Assassin

An Assassin can make a special attack with a melee weapon against a target that doesn't know about the Assassin. The attack has the additional effect of possibly either paralyzing or killing the target (Assassin's choice). Death Attack is a full-round action. The Death Attack fails if the target detects the Assassin or recognizes the Assassin as an enemy. If the victim of such a death attack fails a Fortitude Save (DC 10 + the Assassin's class level + the assassin's Int modifier) against the kill effect, they die. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act foir 1d6 rounds plus 1 round per level of the Assassin. If the victim's saving throw succeeds, the attack is just a normal attack.

At 10th level, the death attack becomes a Standard Action.

Poison Use

Assassin

Assassins specialize in Poison Use. Every day they create special combat poisons, the number of their doses equal to 3 + Assassin level, which they can use to envenom their melee weapons. As a Move Action, an Assassin can apply one of their poisons to their melee weapon, and the next one successful attack applies it to the target. Save DC of all poisons is 10 + Assassin level + Int modifier. If the attack that applied the poison was a Sneak Attack, the DC is increased by 2.

At 1st level, an Assassin has access to poisons that deal 1d4 stat damage to Strength or Dexterity for 4 rounds.

At 5th level, an Assassin gains access to poison that deals Constitution damage.

At 9th level, the number of successful saving throws needed to remove the poison increases to 2.

At 10th level, an Assassin can apply the poisons as a move or a Switft Action.

Save Bonus against Poison

Assassin At 2nd level, the Assassin gains a +1 saving throw bonus against poisons. This bonus increase by +1 every two levels.

Hide in Plain Sight (Assassin)

Assassin At 8th level, an Assassin can use the Stealth skill even while being observed. An Assassin can hide himself from view in the open without having anything to actually hide behind.

Assassin Proficiencies

Assassin Assassins are proficient with the Crossbow, dagger, rapier, shortbow, and shortsword. Assassins are proficient with Light Armor but not with Shields.

Poison Use - Increased Duration

Assassin At 3rd and 7th level, the duration of the poisons increases by 1 round.

Damage Reduction (Stalwart Defender)

Stalwart Defender At 5th level, a Stalwart Defender gains DR 1/-. At 7th level, this DR increases to 3/-, and at 10th level it increases to 5/-.

Defensive Stance

Stalwart Defender

At 1st level, a Stalwart Defender can enter a defensive stance, a position of readiness and trance-like determination. A Stalwart Defender can mainain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained forom the Defensive Stance and Spells like bear's endurance, do not increase the total number of rounds that the Stalwart Defender can maintain a defensive stance per day.  The Stalwart Defender can enter a defensive stance as a Free Action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in defensive stance, a Stalwart Defender gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, he gains a +2 dodge bonus to Armor Class and 2 temporary hit points per Hit Die. While in a defensive stance, a Stalwart Defender cannot willingly move from his current position through any means.

The Stalwart Defender can end ihis defensive stance as a free action; after ending the stance, he is fatigued for a number of rounds equal to 2 times the number of rounds spent in the stance. A Stalwart Defender cannot enter a new defensive stance while fatigued or exhausted but can otherwise enter a stance multiple times during a single encounter or combat. If a Stalwart Defender falls unconscious, his defensive stance immediately ends, placing him in peril of death. A defensive stance requires a level of emotional calm, and it may no be maintained by a character in a rage (such as from the rage class feature or the rage spell).

Defensive Powers

Stalwart Defender As a Stalwart Defender gains levels, he augments his defensive stance. Starting at 2nd level, the stalwart defender gains a defensive power. He gains another defensive power for every two levels of Stalwart Defender attained after 2nd level. The Stalwart Defender gains the benefits of defensive powers only while in a defensive stance, and some of these powers require him to take an action first. Unless otherwise noted, he cannot select an individual power more than once.

Bonus Combat Feat (Eldritch Knight)

Eldritch Knight At 1st level, an Eldritch Knight may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. An Eldritch Knight gains an additional combat feat at 5th and 9th level.

Diverse Training

Eldritch Knight An Eldritch Knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.

Spell Critical

Eldritch Knight At 10th level, whenever an Eldritch Knight successfully confirms a critical hit, the next spell he casts within 2 rounds will be cast as swift action, as if quickened.

Dragon Bite

Dragon Disciple At 2nd level Dragon Disciple gains a bite attack. This is a primary Natural Attack that deals 1d6 points of damage (1d4 if the Dragon Disciple is small), plus 1.5 times the Dragon Disciple's Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of Energy Damage. The type of damage dealt is determined by the Dragon Disciple's bloodline.

Breath Weapon

Dragon Disciple At 3rd level, a Dragon Disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the Dragon Disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the Dragon Disciple.

Dragon Form

Dragon Disciple At 7th level, a Dragon Disciple can assume the form of a dragon. This ability works like dragonkind I spell. At 10th level, this ability functions as Dragonkind II spell, and the Dragon Disciple can use this ability twice per day. His caster level for this effect is equal to his effective Sorcerer levels for his draconic bloodline.

Ability Boost - Intelligence (+2)

Dragon Disciple Upon reaching 8th level, a Dragon Disciple gains a +2 increase to the character's Intelligence score.

Wings (Dragon Disciple)

Dragon Disciple You gain a pair of Wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain.

Natural Armor Increase (+1)

Dragon Disciple As his skin thickens, a Dragon Disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a Dragon Disciple gains a +1 increase to the character's existing natural armor bonus to AC (if any). These armor bonuses stack. 

Ability Boost - Strength (+2)

Dragon Disciple As a Dragon's Disciple gains levels in this prestige class, a Dragon Disciple takes on more and more of his progenitor's physical aspect. At 2nd and 4th levels, a Dragon Disciple gains a+2 increase to the character's Strength score. These bonuses stack.

Blindsense

Dragon Disciple

At 5th level, the Dragon Disciple gains Blindsense with a range of 25 feet. Using non-visual senses the Dragon Disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

Any opponent the Dragon Disciple canmnot see still has total concealment against him, and the Dragon Disciple still has the normal miss chance when attacking foes that have concealment. A creature with Blindsense is still denied its Dexterity Bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 50 feet.

Ability Boost - Constitution (+2)

Dragon Disciple Upon reaching 6th level, a Dragon Disciple gains a +2 increase to the character's Constitution score.

Blood of Dragons

Dragon Disciple Dragon Disciple adds his level to his Sorcerer levels when determining the powers gained fromm his bloodline. If the Dragon Disciple does not have levels of Sorcerer, he instead gains bloodline powers of the dragonic bloodline, using his Dragon Disciple level as his Sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his Sorcerer type. This ability does not grant bonus Spells to a Sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells aer automatically granted if the Sorcerer gains Spell slots of the Spells level.

Smite Chaos

Hellknight

Once per day, a Hellknight can call out to the powers of law to aid him in his struggle against chaos. As a Swift Action, the Hellknight chooses one target within sight to Smite. If this target is chaotic, the Hellknight adds his Charisma bonus (if any) to his attack rolls and adds twice his Hellknight level to all damage rolls made against the target of his Smite. Smite chaos attacks automatically bypass any DR the creature might possess. In addition, while Smite Chaos is in effect, the Hellknight gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the Smite. 

If the Hellknight targets a creature that is not chaotic, the Smite is wasted with no effect.

The Smite Chaos lasts until the target dies or the Hellknight selects a new target. At 4th level, and at every three levels thereafter, the Hellknight may Smite Chaos one additional time per day.

Lawbringer

Hellknight At 7th level, a Hellknight's attacks are treated as being lawful for the purpose of overcoming damage reduction.

Infernal Armor

Hellknight As long as he wears Armor, a 9th-level Hellknight gains a +2 bonus on all Persuasion checks. In addition, while wearing the Armor, he gains resistance to fire 30, resistance to acid 10, and resistance to cold 10.

Hell's Knight 

Hellknight At 10th level, a Hellknight can grant a weapon he wields one of the fgollowing special abilities: axiomatic, flaming burst, or unholy. Additionally, Hellknight becomes immune to fire while wearing Armor.

Force of Will

Hellknight At 3rd level, a Hellknight gains a +2 bonus on Will saves against Spells with any one of the following subschools or descriptors: charm, compulsion, fear. At 6th level,. the Hellknight chooses another subschoolor descriptor from the list and gains a +2 bonus on his Will save against Spells of that type, and the bonus provided by his first selection increases to +4. At 9th level, he chooses from the list again, and both previous selections increase by +2, so that he has a +6, a +4, and a +2 bonus, respectively, against Spells of three different groups.

Disciplines

Hellknight At 3rd-level, a Hellknight gains access to his first discipline. At 6th level, the Hellknight gains a second discipline. At 9th level, the Hellknight gains his third discipline. When applicable, the save DC to resist a discipline's effect is equal to DC 10 + the Hellknight's level + his Charisma modifier. The Hellknight can use any one discipline a number of times per day equal to the total number of disciplines he has access to, so at 3rd level he can use his discipline once per day. At 6th level, he can use both disciplines twice per day each. At 9th level, he can use all three of his disciplines three times per day.

Order (Hellknight)

Hellknight A character must choose one Hellknight order to join at 1st level. The choice of order determines what disciplines the character gains later access to.

Divine Spellcasting

Mystic Theurge At 1st level, the mystic theurge selects a divine spellcasting class she belonged to before selecting the prestige class. When a new mystic theurge level is gained, the character gains new spells per day and new spells known as if she had also gained a level in that spellcasting class.

Combined Spells (1st Level)

Mystic Theurge A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.

Combined Spells (2nd Level)

Mystic Theurge A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.

Combined Spells (3rd Level)

Mystic Theurge A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.

Combined Spells (4th Level)

Mystic Theurge A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.

Combined Spells (5th Level)

Mystic Theurge A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.

Precise Strike

Duelist

A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll.

When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Improved Reaction

Duelist At 2nd level, a duelist gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.

Parry

Duelist At 2nd level, a Duelist learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist takes a full attack action with a light or one-handed piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action.
To parry the attack, the duelist makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –4 penalty on her attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally.

Enhanced Mobility

Duelist Starting at 3rd level, when wearing light or no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

Combat Reflexes

Duelist You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Grace

Duelist At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws.

Riposte

Duelist Starting at 5th level, a duelist can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.

Acrobatic Movement

Duelist At 6th level, a duelists movement speed is no longer reduced on difficult terrain. Depending on the circumstance, she may still need to make appropriate checks to move over the terrain.

Elaborate Defense

Duelist At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for every 3 levels of duelist she has attained.

Deflect Arrows

Duelist At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon. The duelist does not need a free hand to use this feat.

No Retreat

Duelist At 9th level, enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity from the duelist.

Crippling Critical

Duelist When you confirm a critical hit using a light or one-handed piercing weapon, you can apply one of the following penalties in addition to the damage dealt: reduce the target's movement speed by a half, 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage. These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or leaves combat.

Deft Strike

Aldori Swordlord An swordlord can add his Dexterity bonus (if any) to damage rolls made with a dueling sword instead of his Strength bonus. This bonus on damage rolls applies whether the swordlord is wielding a dueling sword one-handed or two-handed. An swordlord cannot use this ability if he is wielding a shield or using an off-hand weapon (including armor spikes, unarmed strikes, or natural weapons).

Display Weapon Prowess

Aldori Swordlord At 2nd level, an Aldori swordlord adds a bonus equal to half his class level on Persuasion skill checks made to intimidate. He also gains an additional +1 bonus on Persuasion skill checks made to intimidate while using Dazzling Display with a dueling sword for each of the following feats he has with the dueling sword: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, or Weapon Specialization.

Defensive Parry

Aldori Swordlord At 3rd level, an Aldori swordlord gains a +1 bonus to his AC against melee attacks when making a full attack with a dueling sword. This AC bonus increases to +2 at 7th level. If an Aldori swordlord is also a fighter with the Aldori defender fighter archetype, levels in this class stack with his fighter levels when determining the AC bonus from this ability.

Adaptive Tactics

Aldori Swordlord At 4th level, an Aldori swordlord learns to adapt his fighting style to counter his enemy's strengths. An Aldori swordlord reduces the attack roll penalty for fighting defensively or using Combat Expertise by 1 at 4th level and by 2 at 8th level.\nIn addition, after a creature attacks an Aldori swordlord for the first time, he attempts a Perception check (DC = 10 + the opponent's base attack bonus). If successful, the Aldori swordlord gains a +2 circumstance bonus on attack rolls and to his AC against that creature until the end of combat.

Shatter Confidence

Aldori Swordlord At 5th level, an Aldori swordlord attempts a Persuasion skill check to intimidate and demoralize his target as a free action after he confirms a critical hit or succeeds at a disarm, or sunder combat maneuver with a dueling sword. If his target is already shaken, the Aldori swordlord can once per round attempt a Persuasion check to Intimidate and demoralize the target further after any successful melee attack or combat maneuver. If he succeeds at this check, the target suffers an additional -1 penalty on attack rolls and saving throws, and loses all morale bonuses to these checks.

Dexterous Duelist

Aldori Swordlord At 7th level, an Aldori swordlord does not provoke attacks of opportunity when standing up from prone.

Greater Saving Slash

Aldori Swordlord At 9th level, an Aldori swordlord's saving slash has a 50% chance of reducing a critical hit to a normal hit.

Confounding Duelist

Aldori Swordlord At 10th level, the penalty from Aldori swordlord's shatter confidence increases to -2. The target also loses all insight and competence bonuses to these checks.

Saving Slash

Aldori Swordlord At 10th level, the penalty from Aldori swordlord's shatter confidence increases to -2. The target also loses all insight and competence bonuses to these checks.

Know your Enemy - Swift

Student of War At 7th level, the student can use Know Your Enemy ability as a swift action rather than a move action.

Mind over Metal

Student of War At 2nd level, when a student of war is using armor or a shield, she can use her Intelligence modifier in place of her Dexterity modifier for determining her Armor Class. The armor’s normal maximum Dexterity bonus still applies (limiting how much of the character’s Intelligence bonus she can apply to her AC).

Anticipate

Student of War At 3rd level, student of war can withstand even mental and unusual attacks with great will. If she makes a successful Will saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.

Telling Blow

Student of War At 6th level, a student of war can aim her blows at the weakest point in a studied foe’s defense, ignoring up to 5 points of damage reduction. This does not apply to damage reduction without a type (such as DR 10/-). This ability cannot be used against creatures that are immune to critical hits or otherwise lack discernible weak points. This ability stacks with the Penetrating Strike feat.

Nemesis

Student of War At 9th level, once per day as a swift action, a student of war can focus on a weapon she holds and render it anathema to her studied foe. The weapon gains the bane special ability for 1 minute.

Deadly Bow

Student of War At 10th level, a student of war can find weak spots where none should exist. A student of war who uses her know your enemy ability can ignore the target's damage reduction and immunity to critical hits.

Martial Stance - Critical Focus

Student of War At 6th level, the student of war gets a +3 bonus to her critical hit confirmation rolls while in martial stance.

Additional Class Skill

Student of War At 1st level and every two levels after, student of war gains one skill as a class skill.

Know your Enemy

Student of War As a move action, a student of war can study a foe she can see and attempt a Knowledge check appropriate to the creature's type. Success grants her a +1 insight bonus against her enemy, which can be applied via one of the following stances (chosen when the check is attempted) to the indicated statistics and rolls.
Defensive Stance: The bonus applies to Armor Class and on saving throws against the target's attacks. At 6th level, the student of war gets a +3 bonus to her AC against attacks of opportunity.
Martial Stance: The bonus applies on attack and damage rolls against the target. At 6th level, the student of war gets a +3 bonus to her Crit confirmation rolls while in Martial stance.
Tactical Stance: The bonus applies on combat maneuver checks and to CMD when initiating or defending against combat maneuvers.
A student of war can change her stance as a move action. The bonus increases to +2 at 4th level and +3 at 7th level.
At 7th level, the student can use this ability as a swift action rather than a move action.

Combat Feat

Student of War At 2nd, 5th, and 8th levels, a student of war gains a bonus combat feat.

Defensive Stance - Mobility

Student of War At 6th level, the student of war gets a +3 bonus to her AC against attacks of opportunity while in defensive stance.

Weapon and Armor Proficiency (Hellknight Signifer)

Hellknight Signifer A Hellknight signifer gains proficiency with heavy armor.

Hellknight Signifer Spellcasting

Hellknightt Signifer At 1st level, and at every level thereafter, a Hellknight signifer gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known, an an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Hellknight signifer, he must decide to which class he adds the new level for the purposes of determining spells per day.

Arcane Armor Expertise

Hellknight Signifer At 2nd level, if a Hellknight signifer has the Arcane Armor Training feat, he gains Arcane Armor Mastery as a bonus feat.

Signifer Armor Training

Hellknight Signifer

At 3rd level, while a Hellknight signifer wears armor, he reduces the armor check penalty by 1 (to a minimum of 0), and reduces the arcane spell failure chance by 5%.

At 8th level, he reduces his armor check penalty by an additional 1, and reduces his arcane spell failure chance by an additional 5%.

Additionally, a Hellknight signifer's speed is not reduced by wearing medium or heavy armor.

Assiduous Gaze

Hellknight Signifer

At 4th level, a Hellknight signifer gains the assiduous gaze ability. He can use it for the number of rounds equal to his class level once per day. He gains the benefits of True Seeing for the duration.

At 7th level, a Hellknight signifer can use this ability two times per day.

Discern Lies

Hellknight Signifer

At 6th level, a Hellknight signifer gains a +2 bonus on saving throws against spells of illusion school.

Infernal Resilience

Hellknight Signifer

At 9th level, a Hellknight signifer gains DR 5/chaotic and becomes immune to poison.

Diabolic Harbinger

Hellknight Signifer

At 10th level, while wearing his signifer mask, a Hellknight signifer is immune to blindness, gazes, and vision-based effects and gains +2 bonus on all Persuasion skill checks.

Secret

Loremaster

At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the Loremaster chooses one Secret from the following list. He can't choose the same Secret twice. 

Cleric Spell, Combat Feat, Druid Spell, Fortitude Secret, Reflex Secret, Rogue Secret, Will Secret, Wizard Feat, Wizard Spell.

Spellbook Selection

Loremaster When a new Loremaster level is gained, the character gains new Spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional Spells per day, Spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Loremaster, he must decide to which Class he adds the new level for purposes of determining Spells per day.

Lore

Loremaster At 2nd level, a Loremaster adds half his level to all Lore and Knowledge skill checks.

Greater Lore

Loremaster At 6th level, a Loremaster gains the ability to understand magic items. Whenever a Loremaster examines a magic item to determine its properties, he gains a +10 circumstance bonus on his Spellcraft skill check.

Winter Witch Spellbook

Winter Witch When a new Winter Witch level is gained, the character gains new Spells per day as if she had also gained a level in the witch or shaman spellcasting class she belonged to before she added the prestige class and any one divine spellcasting class she belonged to previously. Additionally, at 2nd level, and every 2 level after, a Winter Witch gets a new hex depending on the chosen spellcasting class.

Cold Specialization

Winter Witch

At 1st level, a Winter Witch's mastery of the cold becomes so great that any Spell with cold descriptor she casts has its saving throw DC increased by 1. Additionally, all  Spells with fire she casts have their saving throw DC decreased by 1.

At 5th and 10th level, this bonus and penalty are increased by 1, up to a maximum of 3.

Frost Power

Winter Witch Winter Witch levels stack with Shaman levels to determine the power of witch hexes and access to major and grand hexes, and for acquiring patron spells.

Unearthly Cold

Winter Witch At 8th level, a Winter Witch's Spells that deal cold damage become horrendously cold. Half the cold damage caused by these effects comes from an otherworldly power and is not subject to being reduced by resistance or immunity to cold-based attacks.

Freezing Cold

Winter Witch At 3rd level, a Winter Witch's Spells become incredibly cold, increasing their caster level by 1. At 6th level, this bonus increases to 2.



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