Prestige Classes - Pathfinder: Wrath of the Righteous Walkthrough & Guide - GameFAQs
What do you need help on? Cancel X
  Prev Next  
Close X Guide and Walkthrough (PS4)
by chris-williams

Table of Contents

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Guide and Walkthrough (PS4) by chris-williams

Version: 1.8e | Updated: 05/17/2024
FAQ of the Month Winner: September 2023 | Highest Rated Guide

Table of Contents

  1. Introduction
    1. Rules
    2. Tips
    3. Copyright and Acknowledgements
  2. Character Creation
    1. Race
    2. Background
    3. Attributes
    4. Skills
    5. Animal Companions and Familiars
    6. Bloodlines
    7. Deities and Domains
  3. Feats
    1. Weapon Feats
    2. Ranged Feats
    3. Unarmed Combat Feats
    4. Armour and Shield Feats
    5. Magic Feats
    6. Miscellaneous Feats
    7. Mounted Combat Feats
    8. Combat Manoeuvres
    9. Teamwork Feats
    10. Skill Feats
    11. Class Feats
    12. Racial Feats
  4. Alchemist
    1. Chirurgeon
    2. Grenadier
    3. Incense Synthesizer
    4. Metamorph
    5. Preservationist
    6. Reanimator
    7. Vivisectionist
    8. Alchemist Extracts
  5. Arcanist
    1. Brown-Fur Transmuter
    2. Eldritch Font
    3. Nature Mage
    4. Phantasmal Mage
    5. Unlettered Arcanist
    6. White Mage
  6. Barbarian
    1. Armored Hulk
    2. Beastskin Berserker
    3. Flesheater
    4. Instinctual Warrior
    5. Invulnerable Rager
    6. Mad Dog
    7. Pack Rager
  7. Bard
    1. Archaeologist
    2. Beast Tamer
    3. Dirge Bard
    4. Flame Dancer
    5. Thundercaller
    6. Tranquil Whisperer
    7. Bard Spells
  8. Bloodrager
    1. Bloodrider
    2. Greenrager
    3. Hag-Riven
    4. Mixed-Blood Rager
    5. Primalist
    6. Reformed Fiend
    7. Spelleater
    8. Steelblood
    9. Bloodrager Spells
  9. Cavalier
    1. Beast Rider
    2. Cavalier of the Paw
    3. Disciple of the Pike
    4. Fearsome Leader
    5. Gendarme
    6. Ghost Rider
    7. Knight of the Wall
    8. Standard Bearer
  10. Cleric
    1. Angelfire Apostle
    2. Crusader
    3. Demonbane Priest
    4. Ecclesitheurge
    5. Herald Caller
    6. Priest of Balance
    7. Separatist
  11. Cleric Spells
  12. Druid
    1. Blight Druid
    2. Defender of the True World
    3. Drovier
    4. Elemental Rampager
    5. Feyspeaker
    6. Primal Druid
    7. Winter Child
  13. Druid Spells
    1. Summoned Nature's Ally Stats
  14. Fighter
    1. Aldori Defender
    2. Armiger
    3. Dragonheir Scion
    4. Mutation Warrior
    5. Tower Shield Specialist
    6. Two-Handed Fighter
  15. Hunter
    1. Colluding Scoundrel
    2. Divine Hound
    3. Divine Hunter
    4. Forester
    5. Tandem Executioner
    6. Urban Hunter
    7. Wandering Marksman
    8. Hunter Spells
  16. Inquisitor
    1. Faith Hunter
    2. Judge
    3. Monster Tactician
    4. Sacred Huntsmaster
    5. Sanctified Slayer
    6. Tactical Leader
    7. Inquisitor Spells
  17. Kineticist
    1. Blood Kineticist
    2. Dark Elementalist
    3. Elemental Engine
    4. Kinetic Knight
    5. Overwhelming Soul
    6. Psychokineticist
    7. Infusions
    8. Wild Talents
  18. Magus
    1. Arcane Rider
    2. Armored Battlemage
    3. Eldritch Archer
    4. Eldritch Scion
    5. Hexcrafter
    6. Spell Dancer
    7. Sword Saint
    8. Magus Spells
  19. Monk
    1. Quarterstaff Master
    2. Scaled Fist
    3. Sensei
    4. Sohei
    5. Student of Stone
    6. Traditional Monk
    7. Zen Archer
    8. Ki Powers
  20. Oracle
    1. Divine Herbalist
    2. Dual-Cursed Oracle
    3. Enlightened Philosopher
    4. Lone Strider
    5. Possessed Oracle
    6. Purifier
    7. Seeker
    8. Wind Whisperer
    9. Oracle Mysteries
  21. Paladin
    1. Divine Guardian
    2. Divine Hunter (Paladin)
    3. Divine Scion
    4. Hospitaler
    5. Martyr
    6. Stonelord
    7. Tortured Crusader
    8. Warrior of the Holy Light
    9. Paladin Spells
  22. Ranger
    1. Demonslayer
    2. Espionage Expert
    3. Flamewarden
    4. Freebooter
    5. Nomad
    6. Stormwalker
    7. Ranger Spells
  23. Rogue
    1. Dark Lurker
    2. Eldritch Scoundrel
    3. Knife Master
    4. Master of All
    5. Rowdy
    6. Sylvan Trickster
    7. Thug
    8. Underground Chemist
  24. Shaman
    1. Possessed Shaman
    2. Prophet of Pestilence
    3. Shadow Shaman
    4. Spirit Hunter
    5. Spirit Warden
    6. Unsworn Shaman
    7. Wildland Shaman
    8. Witch Doctor
    9. Spirits
    10. Shaman Spells
  25. Shifter
    1. Child of the Manticore
    2. Dragonblood Shifter
    3. Feyform Shifter
    4. Fiendflesh Shifter
    5. Rageshaper
    6. Weretouched
    7. Wild Effigy
    8. Griffonheart Shifter
  26. Skald
    1. Battle Scion
    2. Battle Singer
    3. Court Poet
    4. Demon Dancer
    5. Herald of the Horn
    6. Hunt Caller
  27. Slayer
    1. Arcane Enforcer
    2. Deliverer
    3. Executioner
    4. Imitator
    5. Spawn Slayer
    6. Stygian Slayer
    7. Vanguard
  28. Sorcerer
    1. Crossblooded
    2. Empyreal Sorcerer
    3. Geomancer
    4. Nine Tailed Heir
    5. Overwhelming Mage
    6. Sage Sorcerer
    7. Seeker (Sorcerer)
    8. Sylvan Sorcerer
  29. Warpriest
    1. Champion of the Faith
    2. Cult Leader
    3. Disenchanter
    4. Feral Champion
    5. Proclaimer
    6. Shieldbearer
    7. Warpriest Spells
  30. Witch
    1. Elemental Witch
    2. Hag of Gyronna
    3. Hagbound
    4. Hex Channeler
    5. Ley Line Guardian
    6. Stigmatized Witch
    7. Witch of the Veil
    8. Witch Spells
  31. Wizard
    1. Arcane Bomber
    2. Cruromancer
    3. Elemental Specialist
    4. Exploiter Wizard
    5. Scroll Savant
    6. Shadowcaster
    7. Spell Master
    8. Thassilonian Specialist
  32. Wizard Spells
    1. Summoned Monster Stats
    2. Summoned Elemental Stats
  33. Prestige Classes
    1. Aldori Swordlord
    2. Arcane Trickster
    3. Assassin
    4. Dragon Disciple
    5. Duelist
    6. Eldritch Knight
    7. Hellknight
    8. Hellknight Signifer
    9. Loremaster
    10. Mystic Theurge
    11. Stalwart Defender
    12. Student of War
    13. Winter Witch
  34. Mythic Paths
    1. Mythic Abilities
    2. Mythic Feats
  35. Aeon
    1. Aeon Spells
  36. Angel
    1. Angel Spells
    2. Angel Spells (Unmerged)
  37. Azata
    1. Aivu
    2. Azata Spells
  38. Demon
    1. Demon Spells
  39. Lich
    1. Lich Spells
    2. Lich Spells (Unmerged)
  40. Trickster
    1. Trickster Bonus Feats
    2. Trickster Spells
  41. Other Mythic Paths
    1. Legend
    2. Devil
    3. Gold Dragon
    4. Swarm That Walks
  42. Character Building
    1. Sample Builds
  43. Companions
    1. Seelah
    2. Camellia
    3. Lann
    4. Wenduag
    5. Woljif
    6. Ember
    7. Nenio
    8. Daeran
    9. Ulbrig
    10. Sosiel
    11. Regill
    12. Arueshalae
    13. Greybor
    14. Trever
    15. Galfrey
  44. Prologue - Trapped in the Darkness
  45. Prelude - Through the Ashes
    1. Exit Stage Left
    2. Road to the Sun
    3. Earth's Embrace
    4. Abyss in the Streets
    5. Safe Haven
  46. Chapter 1 - The Wardstone Legacy
    1. The Divided City
    2. The Burning City
  47. Chapter 2 - Sword of Valor
    1. The Beginning of a Long Road
    2. Call of Memory
    3. Banner over the Citadel
  48. Chapter 3 - The Fifth Crusade
    1. The Final Sunset of Winter
    2. A Demon's Heresy
    3. The Dragon Hunt
    4. Know Thy Enemy
    5. The Dragon's Fate
    6. The Last Gift of a Brilliant Mind
    7. The Desolate Hovel
    8. Call of Stone
    9. On the Cusp of the Abyss
  49. Chapter 4 - The Midnight Isles
    1. Walking on Corpses
    2. Experiencing the Bliss
    3. The Art of Making Friends
    4. Strike Back
  50. Interlude - The Lord of Nothing
    1. The Frozen Fane
    2. The Caves of the Giants
    3. The Wizard's Lair
    4. The Tainted Woods
    5. The Shadow World
    6. Shards of Sithhud
  51. Chapter 5 - City of Locusts
    1. A Step Away from Defeat
    2. Heart of the Fallen Land
    3. Sithhud's Last Blizzard
    4. Dark Waves
    5. Dawn of Dragons
    6. Call of Kin
    7. Empty Memories
    8. Love Beyond Death
    9. Your Bones Will Join the Myriad Others
    10. The Secrets of Creation
    11. The Last Steps
  52. Chapter 6 - Threshold of the End
    1. The Final Threshold
  53. Mythic Quests (Angel)
    1. A Spring Run Dry
    2. Devastation
  54. Mythic Quests (Azata)
    1. Above the Clouds
    2. Where's My Dragon
    3. Wind of Change
  55. Mythic Quests (Legend)
    1. Path of the Legend
    2. The Soldiers' Party
  56. Miscellaneous Locations
    1. West Sellen
    2. Drezen Surroundings
    3. Lake Lost to the Sun
    4. Wintersun Lands
    5. Gray Road
    6. Lands of Yath
    7. The Wastes
    8. Wounded Lands
    9. Winged Wood
  57. The Treasure of the Midnight Isles
    1. Tracking
    2. Chase
    3. Prey
  58. Postlude - Inevitable Excess
    1. A Threat to This World
    2. Inevitable Escape
  59. Items
    1. Mundane Equipment
    2. Unique Weapons
    3. Finnean and Radiance
    4. Unique Armour
    5. Unique Items
    6. Artifacts
    7. Relics
    8. Skill Boosting Items
    9. Caster Level and Spell DC Boosting Items
    10. Magic Books
    11. Recipes
    12. Elven Notes
  60. Items (Lord of Nothing)
  61. Items (Inevitable Excess)
  62. Crusade Mode
    1. Forces
    2. Outposts
    3. Events
    4. Decrees
  63. Appendix - Ascension
  64. Trophies
    1. Trophies - Inevitable Excess
    2. Trophies - Through the Ashes
    3. Trophies - Treasure of the Midnight Isles
    4. Trophies - Last of the Sarkorians
    5. Trophies - Lord of Nothing

Prestige Classes

Prestige classes may not be selected at the time of character creation. Instead, you have to meet the class's prerequisites and choose it as a second class.

You may advance a maximum of 10 levels in a prestige class. Even though it isn't shown in the level progression, you still receive your normal feats every other character level.

Aldori Swordlord

The Aldori Swordlord is a specialist with the Dueling Sword. She has the following characteristics:

  • Required feats: Dazzling Display, Weapon Finesse, Weapon Focus (Dueling Sword)
  • Required skills: Mobility (3), Knowledge: World (3), Perception (3), Persuasion (5)
  • Minimum character level: 6
  • 6 HP per level
  • 2 skill points per level.

Class skills: Mobility, Knowledge (World), Perception, Persuasion.

The Swordlord has the following level progression:

LvlBABFortReflexWillSpecial 1
1+1+0+1+0Deft Strike
2+2+1+1+1Display Weapon Prowess
3+3+1+2+1Defensive Parry
4+4+1+2+1Adaptive Tactics
5+5+2+3+2Shatter Confidence
6+6+2+3+2Saving Slash
7+7+2+4+2Dexterous Duelist
8+8+3+4+3-
9+9+3+5+3Greater Saving Slash
10+10+3+5+3Confounding Duelist

Deft Strike

The Swordlord may add her Dexterity modifier to damage rolls when using the Dueling Sword. Her off-hand must be free.

Display Weapon Prowess

At 2nd level, the Swordlord adds half her class level to Persuasion (Intimidate) checks. When using her Dueling Sword for Dazzling Display, she adds a +1 bonus with an additional +1 for each of Greater Weapon Focus, Improved Critical, Weapon Specialization and Greater Weapon Specialization.

Defensive Parry

At 3rd level, when making a full attack using the Dueling Sword, the Swordlord gains +1 AC against melee attacks. This increases to +2 at 7th level. Previous levels in Aldori Defender are counted towards this total.

Adaptive Tactics

At 4th level, the Swordlord reduces the attack penalty for fighting defensively (or using Combat Expertise) by 1. When attacked, the Swordlord may make a Perception check (DC 10 + opponent's BAB). If successful, she gains a +2 circumstance bonus to AC against attacks from that creature until the end of combat.

At 8th level, the defensive attack penalty is reduced by 2.

Shatter Confidence

At 5th level, the Swordlord may make a Persuasion check as a free action to demoralise an opponent after landing a critical hit, disarming an opponent or sundering the opponent's armour.

If the opponent is already shaken, the Swordlord may attempt to demoralize him further every round. If the Swordlord is successful, the opponent suffers an additional -1 penalty to attack rolls and saving throws and loses any morale bonuses.

Saving Slash

At 6th level, the Swordlord has a 25% chance of reducing a melee critical hit against her to a normal damage roll.

Dexterous Duelist

At 7th level, standing up from prone does not provoke an attack of opportunity.

Greater Saving Slash

At 9th level, the Swordlord has a 50% chance of reducing a melee critical hit against her to a normal damage roll and a 25% chance of doing the same for a ranged attack.

Confounding Duelist

If the Swordlord demoralises an opponent through Shatter Confidence, the opponent suffers a penalty to attack rolls and saving throws and loses morale, insight and competence bonuses.

Playing an Aldori Swordlord

The obvious route is five levels of Aldori Defender. However, a Sword Saint taking Dueling Sword as her chosen weapon qualifies for the Weapon Focus requirement, so five levels of Sword Saint might be better.

You need 14 skill ranks to qualify for the class. If the precursor is a 2 skill point class (Aldori Defender, Sword Saint), you need to be human or have 14 Intelligence to qualify by 6th character level.

That said, I'm not sure the class is worth the cost of entry. Deft Strike is probably redundant since 6th level is a long time to wait for Dexterity to damage otherwise. Shatter Confidence is the USP which suggests Dexterity and Charisma as primary attributes. If those are your primary attributes, you'd be better off as an Eldritch Scion (and you wouldn't change classes) or a Bard (and you'd have other, better options).

The Duelist seems to offer more.

Arcane Trickster

The Arcane Trickster is a path open to those proficient in both trickery and magery. The class has the following characteristics:

  • Required skills: Mobility (4), Trickery (4), Knowledge: Arcana (4)
  • Required special: Sneak Attack (2d6), 2nd level arcane spells
  • Minimum character level: 5
  • Slow (1/2) AB progression
  • Full caster level progression
  • 4 HP per level
  • 4 skill points per level.

Class Skills: All.

The Arcane Trickster has the following level progression:

LvlBABCLFortReflexWillSpecial 1Special 2
1+0+1+0+1+1Arcane SpellcastingRanged Legerdemain
2+1+2+1+1+1Sneak Attack-
3+1+3+1+2+2Impromptu Sneak Attack-
4+2+4+1+2+3--
5+2+5+2+3+3--
6+3+6+2+3+3--
7+3+7+2+4+4--
8+4+8+3+4+4--
9+4+9+3+5+5Invisible Thief-
10+5+10+3+5+5Surprise Spells-

Arcane Spellcasting (Arcane Trickster)

The Arcane Trickster selects any arcane caster class that he used previously (Arcanist, Bard, Eldritch Scoundrel, Magus, Sorcerer, Witch, Wizard) and gains the benefits of a new level in that class with regards to spells known and spells per day when he gains an Arcane Trickster level.

Ranged Legerdemain

The Arcane Trickster can use his Trickery skill at a range of 30' but takes a -5 penalty to skill checks.

Sneak Attack

The Arcane Trickster does an additional 1d6 sneak damage on every even-numbered class level.

Impromptu Sneak Attack

At 3rd level and for 1 round per day, the Arcane Trickster can deliver sneak attacks regardless of the target's awareness. The target loses Dexterity bonus against these attacks even if they are otherwise immune to precision damage.

For every two levels above 3rd, the Arcane Trickster can deliver impromptu sneak attacks for 1 additional round / day (maximum 4 rounds at 9th level).

Invisible Thief

At 9th level, the Arcane Trickster can become invisible (as though under the effects of Greater Invisibility) as a free action for a number of rounds equal to his class level.

Surprise Spells

At 10th level, the Arcane Trickster can add sneak attack damage to any spell that does damage if the targets are flat-footed. This only applies once per spell (so that Magic Missile, for example, does not do sneak attack damage for each missile) but can be applied to an area of effect spell like a Fireball to do additional damage to all creatures in the area of effect. Sneak attack damage is the same damage type as the spell cast. If the spell allows a save for half-damage, sneak attack damage is also halved.

Playing an Arcane Trickster

The obvious path into the class - Eldritch Scoundrel - is not recommended because the Scoundrel is limited to 6th level magic. Instead, 1 Rogue (or Vivisectionist) level and 3 Wizard levels will suffice if you take the Accomplished Sneak Attacker feat at character level 3. That way, the Wizard will gain the capabilities of the Arcane Trickster while only being a single caster level behind compared to a Wizard.

The Arcane Trickster is a low AB class so although you have the capability of dealing sneak attack damage, you may have trouble making it stick, Impromptu Sneak Attack notwithstanding. This changes at 10th level when you unlock Surprise Spells. Combined with Invisible Thief, you can easily add +7d6 damage to 10 spells per day.

The main problem with the Arcane Trickster is slow AB progression. If you go something like Wizard (3), Rogue (1), Arcane Trickster (1), you will only have a BAB of 1. Eventually, you will have the AB of a Wizard but the early levels will be tricky. You can get around this by following the Trickster mythic path since you receive the required 2d6 sneak attack at mythic rank 3.

Assassin

An Assassin is a murderer for hire. The class has the following characteristics:

  • Required skills: Stealth (5)
  • Minimum character level: 6
  • Alignment must be neutral or evil
  • Medium (3/4) BAB progression
  • 5 HP / level
  • 3 skill points / level.

Class skills: Mobility, Trickery, Stealth, Perception, Persuasion, Use Magic Device.

The Assassin has the following level progression:

LvlBABFortReflexWillSpecial 1Special 2Special 3
1+0+0+1+0Sneak AttackMark of DeathTarget Assassination
2+1+1+1+1Poison Use - Strength or DexterityUncanny DodgeCold Minded
3+2+1+2+1Poison Use - Increased DurationAlter Ego-
4+3+1+2+1Poison Use - Constitution-Public Execution
5+3+2+3+2Poison Use - Two Saves RequiredHide in Plain Sight-
6+4+2+3+2Poison Use - Increased Duration--
7+5+2+4+2Poison Use - SwiftSwift Death-
8+6+3+4+3Poison Use - Increased Duration--
9+6+3+5+3Poison Use - Three Saves Required--
10+7+3+5+3Master of Poisons-Master Assassin

Sneak Attack (Assassin)

An Assassin adds 1d6 sneak damage to her attacks at 1st level and an additional +1d6 at every odd-numbered class level.

Mark of Death

As a standard action, an assassin can mark a creature for death. The assassin's subsequent attacks against the marked target ignore DR and resistances.

Target Assassination

If a target under the effect of Mark of Death is unable to see the Assassin, she may attempt a special attack as a full round action with a -2 penalty to the attack roll. If the attack succeeds and the target fails a Fortitude save (DC = 10 + class level + Intelligence modifier), the target is killed. If the target makes its save, the attack is treated as a critical hit (and requires confirmation). In addition, the target becomes shaken for 1d4 rounds.

Poison Use

From 2nd level, an Assassin can create a number of doses of poison per day equal to twice her class level + 6. The Assassin can poison her weapon as a move action and her next successful attack applies it to her target. The target must make a Fortitude save to resist the poison (DC = 10 + class level + Intelligence modifier). If the attack is a sneak attack, the DC increases by 2 and if the target is Marked for Death, it must make two saves and take the worse result.

At 2nd level, the poison deals 1d4 points of Strength or Dexterity damage for 4 rounds.

At 3rd, 6th and 9th levels, the duration increases by 1 round.

From 5th level, two successful saving throws are required to remove the poison. From 9th level, three saves are required.

From 7th level, poison can be applied as a Swift Action.

Uncanny Dodge (Assassin)

At 2nd level, an Assassin cannot be caught flat-footed or lose her Dexterity bonus to AC if the attacker is invisible. If you gain this ability twice from another class, you gain Improved Uncanny Dodge instead.

Cold Minded

From 2nd level, an Assassin gains a +2 bonus to saving throws against mind-affecting, compulsion, fear and emotion effects. This increases to +3 at 5th level and +4 at 8th level.

Alter Ego

From 3rd level, an Assassin can create a copy of herself plus 1 additional copy per 3 additional class levels (maximum 3 at 9th level). This functions like the Mirror Image spell and while a copy is present on the battlefield, the Assassin deals sneak damage to all creatures. She can use this ability a number of times per day equal to 1 + her Intelligence modifier.

Public Execution

from 4th level, the Assassin makes a demoralise attempt against all enemies with 30' when she reduces a target to 0 HP. If the victim was under the effects of Mark of Death, the Assassin gains a +2 bonus to the check.

Hide In Plain Sight

From 5th level, as Assassin can attempt to enter Stealth while being observed.

Swift Death

From 7th level, an Assassin can use Mark of Death as a Swift Action.

Master of Poisons

At 10th level, an Assassin's poison deals ability damage for 1 round even if the target makes its Fortitude save.

Master Assassin

At 10th level, the Target Assassination ability becomes a standard action and the Assassin's attack delivers sneak damage even if the target is not flanked or flat-footed.

Playing an Assassin

The information here reflects the overhaul of the class with the 2.2.0 update. Prior to that, Assassin was possibly the worst class choice. Now it is viable at least. However, there is still a problem with action economy: if you build your party right, even bosses will go down in a couple of rounds and until 7th level, an Assassin's first round will be spent using Mark of Death. Poisons require a mythic ability to make them useful and modest ability damage over time is unlikely to be very impactful. Finally, the headline ability is difficult to set up and a DC in the mid 20s is unlikely to affect anything worthwhile. So while the Assassin is improved, it's still not actually good.

Dragon Disciple

Dragon Disciples are magic users who embrace their Draconic bloodline. The class has the following characteristics:

  • Required skills: Knowledge: Arcana (5)
  • Required special: Able to cast 1st level arcane spells spontaneously
  • Must have a Draconic bloodline or no known bloodline
  • Minimum character level: 6
  • Medium (3/4) AB progression
  • Medium (3/4) caster level progression
  • Full bloodline progression
  • 7 HP per level
  • 2 skill points per level.

Class skills: Mobility, Knowledge (Arcana), Lore (Nature), Lore (Religion), Perception, Persuasion.

The Dragon Disciple has the following level progression:

LvlBABCLFortReflexWillSpecial 1Special 2Special 3Special 4
1+0+0+1+0+1Blood of DragonsNatural AC +1--
2+1

+1

+1+1+1Strength +2Dragon BiteArcane SpellcastingBloodline Feat
3+2+2+2+1+2Breath Weapon---
4+3+3+2+1+2Strength +2Natural AC +1--
5+3+3+3+2+3Blindsense--Bloodline Feat
6+4+4+3+2+3Constitution +2---
7+5+5+4+2+4Dragon FormNatural AC +1--
8+6+6+4+3+4Intelligence +2--Bloodline Feat
9+6+6+5+3+5Wings---
10+7+7+5+3+5----

Blood of Dragons

If the precursor class is a Bard, you must select a Draconic bloodline. Otherwise, the Dragon Disciple continues your bloodline progression uninterrupted. If you selected a bloodline when you became a Dragon Disciple, your bloodline level is your class level.

Dragon Bite

At 2nd level, when the Dragon Disciple uses the Claws bloodline ability, he gains a 1d6 bite attack. At 6th level, this bite attack does an additional 1d6 energy damage.

Arcane Spellcasting (Dragon Disciple)

At 2nd level and every subsequent level apart from 5th and 9th, the Dragon Disciple gains new spells per day as if he had also gained a level in a previous arcane spellcasting class.

Breath Weapon

At 3rd level, the Dragon Disciple gains the breath weapon attack of his bloodline regardless of his bloodline progression. If he already has the breath weapon, he gains another use per day.

Blindsense

At 5th level, the Dragon Disciple gains Blindsense to a range of 25'. At 10th level, the range increases to 50'.

Dragon Form

At 7th level, the Dragon Disciple can turn into a dragon once per day. This is equivalent to the Dragonkind I spell. At 10th level, he can transform twice per day, equivalent to Dragonkind II.

Wings

At 9th level, you gain the Wings feat even if your bloodline progression is not far enough along.

Playing a Dragon Disciple

There are three paths to Dragon Disciple: Sorcerer with Draconic bloodline, Eldritch Scion with Draconic bloodline or Bard.

There are two sensible amounts of Dragon Disciple levels to take: 0 or 4. After this, interruption to caster level becomes an issue without enough to reward your perseverance. For a pure Sorcerer, I would recommend 0 levels - losing a caster level for a class that is effectively one caster level behind already is not good. The Sorcerer has little need of the Strength and natural AC.

Taking Dragon Disciple on an Eldritch Scion is also not good unless you need the Strength because it delays Magus progression (Arcane Weapon, Arcane Armor, Magus Arcana, Fighter Training) and locks you out of Greater Spell Access.

The best use of Dragon Disciple is as part of a Fighter / Mage build: something like Archaeologist (6), Dragon Disciple (4), Eldritch Knight (10).

Duelist

The Duelist specialises in defensive combat. The class has the following characteristics:

  • Required feats: Combat Mobility, Weapon Finesse
  • Required skills: Mobility (2)
  • Required BAB: 6
  • Minimum character level: 7
  • 6 HP per level
  • 3 skill points per level.

Class skills: Mobility, Perception, Persuasion.

The Duelist has the following level progression:

LvlBABFortReflexWillSpecial 1Special 2
1+1+0+1+0Canny DefensePrecise Strike
2+2+1+1+1Improved ReactionParry
3+3+1+2+1Enhanced Mobility-
4+4+1+2+1Combat ReflexesGrace
5+5+2+3+2Riposte-
6+6+2+3+2Acrobatic Movement-
7+7+2+4+2Elaborate Defense-
8+8+3+4+3--
9+9+3+5+3Deflect ArrowsNo Retreat
10+10+3+5+3Crippling Critical-

Most Duelist abilities assume a light or one-handed piercing weapon. If you have the Slashing Grace feat, the selected weapon will also qualify.

Canny Defense

When wearing light or no armour, a Duelist adds 1 point of Intelligence bonus per class level as a dodge bonus to her armour class.

Precise Strike

When armed with a light or one-handed piercing weapon with her offhand free, the Duelist adds her Duelist level to damage rolls unless the opponent is immune to critical hits.

Improved Reaction

At 2nd level, the Duelist gains a +2 bonus on initiative checks. This increases to +4 at 8th level.

Parry

At 2nd level, when the Duelist makes a full attack she may forego an attack. When an opponent attacks the Duelist or an adjacent ally, she may make an attack roll using the same AB as the attack held back. If the attack roll is greater than the opponent's. the attack misses. The Duelist takes a -4 penalty for each size category that the attacking creature is larger than the Duelist. She also takes -4 penalty when attempting to parry an attack made against an ally.

Enhanced Mobility

At 3rd level, when wearing light or no armour, the Duelist receives a +4 AC bonus against attacks of opportunity made when she moves out of a threatened square.

Grace

At 4th level, the Duelist gains a +2 competence bonus on all Reflex saves.

Riposte

At 5th level, the Duelist can make an attack of opportunity if she parries an opponent's attack and the opponent is within reach.

Acrobatic Movement

At 6th level, the Duelist's movement speed is not slowed by difficult terrain.

Elaborate Defense

At 7th level when fighting defensively, the Duelist gains an additional +1 dodge bonus to AC for every 3 Duelist levels.

Deflect Arrows

At 9th level, the Duelist gains the bonus of the Deflect Arrows feat but does not need a free hand.

No Retreat

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

Crippling Critical

At 10th level, when you confirm a critical hit, you can apply an additional penalty:

  • Movement speed halved
  • 1d4 points of Strength or Dexterity damage
  • -4 penalty to saving throws
  • -4 penalty to AC
  • 2d6 bleed damage.

Negative statuses last for one minute while bleeding damage continues until the opponent receives healing or leaves combat.

Playing a Duelist

Most abilities are good. Canny Defense allows you to have up to three attributes contributing to AC. The class runs out of steam after 7th level so something like Aldori Defender 9 / Thug 4 / Duelist 7 would be a decent combination.

Note that Precise Strike forces you to fight with the offhand free which limits your damage output somewhat.

Eldritch Knight

The Eldritch Knight is equally skilled with sword and spell. He has the following characteristics:

  • Required feats: Martial Weapons Proficiency
  • Required special: 3rd level arcane spells
  • Minimum character level: 6
  • Full BAB progression
  • Caster level progression is class level - 1
  • 6 HP per level
  • 2 skill points per level.

Class skills: Athletics, Knowledge (Arcana), Knowledge (World), Perception.

The Eldritch Knight has the following level progression:

LvlBABCLFortReflexWillSpecial 1Special 2
1+1+0+1+0+0Diverse TrainingBonus Combat Feat
2+2+1+1+1+1Arcane Spellcasting-
3+3+2+2+1+1--
4+4+3+2+1+1--
5+5+4+3+2+2-Bonus Combat Feat
6+6+5+3+2+2--
7+7+6+4+2+2--
8+8+7+4+3+3--
9+9+8+5+3+3-Bonus Combat Feat
10+10+9+5+3+3Spell Critical-

Diverse Training

Eldritch Knight levels count as Fighter levels for the purposes of unlocking feats. Likewise his class level counts as spellcaster levels for the purposes of unlocking feats from his spellcasting class.

Bonus Combat Feats (Eldritch Knight)

The Eldritch Knight may select any combat feats for which he meets the prerequisites.

Arcane Spellcasting (Eldritch Knight)

At 2nd level and every level thereafter, the Eldritch Knight gains new spells per day as if he had also gained a level in a previous arcane spellcasting class.

Spell Critical

At 10th level, when the Eldritch Knight scores a critical hit with his weapon, the next spell he casts in the next two rounds is cast as a swift action and does not provoke an attack of opportunity.

Playing an Eldritch Knight

The Eldritch Knight gives a lot in return for 1 caster level: full AB progression, three feats, more HP and better Fortitude saves. Something like 2 Fighter / 8 Wizard / 10 EK gives you better BAB than a Magus and greatly superior spellcasting. If you don't mind Lawful alignment, 6 Wizard / Hellknight Signifer / 10 EK gives you 16 BAB and caster level 19.

Hellknight

The class has the following characteristics:

  • Required Proficiencies: Armor Proficiency (Heavy Armor)
  • Required BAB: 5
  • Required skills: Persuasion (5), Knowledge: Arcana (2)
  • Minimum character level: 6
  • Alignment must be Lawful
  • Full BAB progression
  • 6 HP / level
  • 2 skill points / level.

Class skills: Knowledge (World), Perception, Persuasion.

A Hellknight has the following level progression:

LvlBABFortReflexWillSpecial 1Special 2Special 3
1+1+1+0+0Smite ChaosOrder-
2+2+1+1+1Armor Training--
3+3+2+1+1Force of WillDiscipline-
4+4+2+1+1---
5+5+3+2+2Armor Training--
6+6+3+2+2Force of WillDiscipline-
7+7+4+2+2--Lawbringer
8+8+4+3+3Armor Training--
9+9+5+3+3Force of WillDisciplineInfernal Armor
10+10+5+3+3--Hell's Knight

Smite Chaos

Once per day, the Hellknight may Smite Chaos as a swift action. If the target is chaotic, the Hellknight adds her Charisma modifier to attack rolls and twice her Hellknight levels to damage rolls until the enemy dies. Smite Chaos bypasses any DR the foe might possess and the Hellknight also gains a deflection bonus to AC equal to her Charisma modifier against attacks made by the target of the smite.

At 4th level and every 3 levels thereafter, the Hellknight gains an additional use of Smite Chaos (max 4/day at 10th level).

Order

If the character was not previously an Armiger, they must choose one of the seven Hellknight orders. Otherwise, they retain their current order.

Armor Training

At 2nd level and every three subsequent levels, a Hellknight receives Armor Training.

Force of Will

At 3rd level, a Hellknight gains a +2 bonus to saves against one of charm, compulsion or fear. At 6th level, she gains a +2 bonus against another category and the bonus against the previously selected category increases to +4. At 9th level, she gains a +2 bonus against the final category, +4 against the category chosen at 6th level and +6 against the category chosen at 3rd level.

Disciplines

At 3rd level and every three subsequent levels, a Hellknight can choose a Discipline. At 3rd level, she can use the Discipline once per day. At 6th level, she can use both twice per day. Finally, at 9th level, she can use all three disciplines three times per day. Where a Discipline requires a save, the DC is 10 + class level + Charisma modifier.

Censor

When the Hellknight uses Smite Chaos, she can make the target mute for 1d4 rounds unless it makes a Will save.

Command

The Hellknight can use Greater Command as a spell-like ability, using her character level as her effective caster level.

Fearsomeness

A Hellknight who uses Persuasion to make a creature within 10' shaken can make that creature frightened instead.

Onslaught

As a free action, the Hellknight can grant herself (and her mount when applicable) a 10' bonus to base speed and a +4 bonus to Strength for 1 round.

Pentamic Faith

Prerequisites:
Order of the Godclaw

The Hellknight gains access to one of the following domains: Artifice, Glory, Knowledge, Law, Magic, Nobility, Protection, Rune, Strength, Travel or War. She uses her class level to determine which domain abilities she can use.

Shackle

When the Hellknight uses Smite Chaos, she can make the target slowed for 1d4 rounds unless it makes a Will save.

Tracker

A Hellknight can summon a wolf for 1 hour. At 19th level, she can summon a hell hound.

Wrack

As a standard action, the Hellknight can make a touch attack which inflicts 1d6 damage + her Charisma modifier. If the target fails a Will save, it becomes staggered for 1d4 rounds.

Lawbringer

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

Infernal Armor

At 9th level, while wearing armour, a Hellknight receives a +2 bonus to Persuasion checks, fire resistance 30 and cold and acid resistance 10.

Hell's Knight

At 10th level, a Hellknight becomes immune to fire while wearing armour. She can also add a property to her weapon, one of Axiomatic, Flaming Burst or Unholy.

Playing a Hellknight

The Hellknight abilities are good, particularly the 9th and 10th level ones. The obvious path - Armiger to Hellknight (and then, curiously, back to Hellknight-in-training) is a lot better than Aldori Defender to Aldori Swordlord. However, you miss out on a lot: five bonus feats, two ranks of weapon training and the Fighter capstone abilities. Furthermore, Hellknight levels do not count as Fighter levels for the purposes of unlocking feats. The question then becomes: are the Hellknight abilities worth it? And the answer to that is: no.

Hellknight Signifer

A Hellknight Signifer is a caster for one of the Hellknight orders. He has the following characteristics:

  • Required skills: Knowlege: Arcana (5), Knowledge: World (5), Persuasion (2);
  • Required feats: Arcane Armor Training or Warrior Priest
  • Required special: 3rd level arcane spells or 3rd level divine spells
  • Minimum character level: 6
  • Alignment must be Lawful
  • Medium (3/4) BAB progression
  • Full caster level progression
  • 5 HP per level
  • 2 skill points per level.

Class skills: Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), Perception, Persuasion.

The Eldritch Knight has the following level progression:

LvlBABCLFortReflexWillSpecial 1Special 2Special 3
1+0+1+0+0+1Armor Proficiency (Heavy Armor)Hellknight Signifer SpellcastingOrder
2

+1

+2+1+1+1Arcane Armor Expertise--
3+2+3+1+1+2Signifier Armor Training--
4+3+4+1+1+2Assiduous Gaze--
5+3+5+2+2+3---
6+4+6+2+2+3Discern Lies--
7+5+7+2+2+4---
8+6+8+3+3+4Signifier Armor Training--
9+6+9+3+3+5Infernal Resilience--
10+7+10+3+3+5Diabolic Harbinger--

Hellknight Signifer Spellcasting

At each class level, a Signifer gains new spells as if he had gained a level in the class he previously belonged to.

Order (Hellknight Signifer)

The Signifer must choose one of the seven Hellknight orders.

Arcane Armor Expertise

If the Signifier has the Arcane Armor Training feat, he receives Arcane Armor Mastery as a bonus feat.

Signifer Armor Training

At 3rd level, a Signifer's speed is not reduced while wearing medium or heavy armour. In addition, any armour check penalty is reduced by 1 and the chance of arcane spell failure is reduced by 5%. At 8th level, the armour check penalty is reduced by 1 again and the chance of arcane spell failure is reduced by another 5%.

Assiduous Gaze

At 4th level, a Signifer gains the benefits of True Seeing for a number of rounds per day equal to his class level. At 7th level, he can use this ability twice per day.

Discern Lies

At 6th level, a Signifer gains a +2 bonus on saving throws against Illusion spells.

Infernal Resilience

At 9th level, a Signifer gains DR 5/chaotic and immunity to poison.

Diabolic Harbinger

At 10th level, a Signifer becomes immune to blindness, gazes and vision-based effects and receives a +2 bonus to Persuasion checks.

Playing a Hellknight Signifer

The upfront benefits are very good if you want to play some sort of armoured caster. Two levels gives you Arcane Armor Mastery while a third level gives an additional -5% arcane failure chance and armour training. Order of the Gate also gives -5% arcane failure. This allows an arcane caster to use, say, the Hide Armor of Elemental Carnage and the Coldbite light shield with 0% chance of arcane spell failure.

Past third level, however, the class doesn't buy much besides caster and AB progression. Wizard 6 / Hellknight Signifer 4 / Eldritch Knight 10 is a good split for an Eldritch Knight.

Loremaster

A Loremaster is a repository of hidden knowledge.

  • Required feats: Metamagic (any), Skill Focus (Knowledge: Arcana or Knowledge: World)
  • Required special: 3rd level arcane spells or 3rd level divine spells
  • Minimum character level: 6
  • Slow (1/2) BAB progression
  • Full caster level progression
  • 4 HP per level
  • 3 skill points per level.
  • Class skills: Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), Persuasion, Use Magic Device.

The Loremaster has the following level progression:

LvlBABCLFortReflexWillSpecial 1Special 2
1+0+1+0+0+1Spellbook SelectionSecret
2+1+2+1+1+1Lore-
3+1+3+1+1+2-Secret
4+2+4+1+1+3--
5+2+5+2+2+3-Secret
6+3+6+2+2+3Greater Lore-
7+3+7+2+2+4-Secret
8+4+8+3+3+4--
9+4+9+3+3+5-Secret
10+5+10+3+3+5--

Spellbook Selection

At 1st level, a Loremaster gains new spells as though she had also gained a level in a spellcasting class.

Secret

At 1st, 3rd, 5th, 7th and 9th levels, a Loremaster can choose one secret. She may only choose a given secret once.

Cleric Spell

The Loremaster can select a Cleric spell and add it to her spell list.

You can only select a spell of a level that you can actually cast.

Combat Feat

The Loremaster can select any Fighter bonus feat without having to meet the prerequisites.

This includes feats like Weapon Specialization which have a class and / or level prequisites.

Druid Spell

The Loremaster can select a Druid spell and add it to her spell list.

Fortitude Secret

The Loremaster gains a +2 bonus to Fortitude saves.

Reflex Secret

The Loremaster gains a +2 bonus to Reflex saves.

Rogue Secret

The Loremaster can select any Rogue talent without having to meet the prerequisites.

This includes the Advanced Talents. You can take a second combat feat by selecting a Combat Trick (so that, for example, a non-fighter could end up with Greater Weapon Specialization).

Will Secret

The Loremaster gains a +2 bonus to Will saves.

Wizard Feat

The Loremaster can select any Wizard bonus feat without having to meet the prerequisites.

This does not include the Metamagic (Perfectly Ordinary Spell) Trickster feat.

Wizard Spell

The Loremaster can select a Wizard spell and add it to her spell list.

Lore

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

Greater Lore

At 6th level, a Loremaster can add a +10 circumstance bonus to Knowledge (Arcana) checks when identifying the properties of a magic item.

Playing a Loremaster

One draw of a Loremaster is being able to select any combat feat with a one-level dip. For example, you can take Greater Vital Strike on a 3/4 BAB character. Note, however, that you may still need a prerequisite feat. For example, you can take Improved Cleaving Finish but unless you already have Cleaving Finish, it won't do anything.

The class synergises well with most spellcasting classes, allowing them to copy powerful spells (such as Greater Command) into their spellbooks or even acquire a familiar.

Mystic Theurge

The Mystic Theurge is proficient both arcane and divine magic. The class has the following characteristics:

  • Required skills: Knowledge: Arcana (5), Lore: Religion (5)
  • Required special: 2nd level arcane spells, 2nd level divine spells
  • Minimum character level: 7
  • Slow (1/2) AB progression
  • Full caster level progression
  • 4 HP per level
  • 2 skill points per level.

Class skills: Knowledge (Arcana), Lore (Religion), Perception.

The Mystic Theurge has the following level progression:

LvlBABCLFortReflexWillSpecial 1Special 2Special 3
1+0+1+0+0+1Combined Spells (1st)Arcane SpellcastingDivine Spellcasting
2+1+2+1+1+1---
3+1+3+1+1+2Combined Spells (2nd)--
4+2+4+1+1+3---
5+2+5+2+2+3Combined Spells (3rd)--
6+3+6+2+2+3---
7+3+7+2+2+4Combined Spells (4th)--
8+4+8+3+3+4---
9+4+9+3+3+5Combined Spells (5th)--
10+5+10+3+3+5---

Combined Spells

The Mystic Theurge may use the spell slots of one class to cast spells belonging to the other class, but they occupy a slot one level higher. For example, a Mystic Theurge with Wizard and Cleric levels may place Bless in one of his Wizard level 2 slots or Expeditious Retreat in one of his Cleric level 2 slots. At 1st level, he may do this with 1st level spells. Every odd-numbered level, he may do this with spells one level higher to maximum of 5th level spells at level 9 (which occupy 6th level slots when combined).

Arcane Spellcasting (Mystic Theurge)

Each level, the Mystic Theurge gains new spells per day as if he had also gained a level in a previous arcane spellcasting class.

Divine Spellcasting (Mystic Theurge)

Each level, the Mystic Theurge gains new spells per day as if he had also gained a level in a previous divine spellcasting class.

Playing a Mystic Theurge

If you try to be both an arcane caster and a divine caster, a Cleric 10 / Wizard 10 combination will simply mean that you're two varieties of rubbish. The Mystic Theurge allows you to live the dream at the expense of some dilution of your primary class. Something like Ecclesitheurge / Wizard would be the best combination. You could reach a caster level of 17 in one and 13 in the other, allowing you to cast 9th level spells of one sort at 20th level,

Having two casting attributes is problematic. So long as you don't mind limiting yourself to 8th level magic, something like Empyreal Sorcerer / Blight Druid or Sorcerer / Feyspeaker might work. However, Sorcerer is wasted because you don't level up your bloodline.

Stalwart Defender

The Stalwart Defender is practised in holding ground. She has the following characteristics:

  • Required feats: Dodge, Toughness
  • Required BAB: 7
  • Minimum character level: 8
  • 7 HP per level
  • 2 skill points per level.

Class skills: Athletics, Perception.

The Stalwart Defender has the following level progression:

LvlBABFortReflexWillACSpecial 1Special 2
1+1+0+1+0+1AC BonusDefensive Stance
2+2+1+1+1+1Defensive Powers-
3+3+1+2+1+1Uncanny Dodge-
4+4+1+2+1+2--
5+5+2+3+2+2Damage Reduction-
6+6+2+3+2+2--
7+7+2+4+2+3Improved Uncanny Dodge-
8+8+3+4+3+3--
9+9+3+5+3+3--
10+10+3+5+3+4--

AC Bonus

The Stalwart Defender gains a +1 dodge bonus to AC and an additional +1 for every three additional class levels.

Defensive Stance

The Defender may enter a defensive stance as a free action for 4 rounds + her Constitution modifier. She can maintain this stance for an additional two rounds for each additional class level. While in stance, she gains +2 dodge bonus to AC, a +2 bonus to attack rolls, damage rolls and Will saves together with 2 temporary HP per Hit Die.

While in a Defensive Stance, the Defender is unable to move. Ending the stance is a free action and leaves the Defender fatigued for twice the duration of the Defensive Stance.

Defensive Powers

At 2nd level and every subsequent even-numbered level, the Defender gains an ability that can be used while in a Defensive Stance.

Clear Mind

The Defender may reroll a failed Will Save, taking the second result.

Fearless Defense

Requires 4th level. The Defender is immune to the shaken and frightened conditions.

Immobile

Requires 4th level. The Defender adds her class level to her CMD when defending against a bull rush combat manoeuvre.

Increased Damage Reduction

Requires 6th level. The Defender gains an additional 1/- DR. This ability may be selected twice.

Internal Fortitude

The Defender is immune to the sickened and nauseated conditions.

Mighty Resilience

Requires 6th level. The Defender negates the additional damage from one critical hit or sneak attack.

Renewed Defense

As a standard action, the Defender heals 1d8 damage for every two class levels. This ability may be used once per day.

Roused Defense

The Defender may enter stance while fatigued and is immune to the fatigued condition while maintaining stance. When she leaves stance, she is exhausted for 1 minute for each round she used Defensive Stance.

Uncanny Dodge (Stalwart Defender)

At 3rd level, the Defender cannot be caught flat-footed or lose her Dexterity bonus to AC if the attacker is invisible.

Damage Reduction

At 5th level, the Defender gains 1/- DR. This increases to 3/- at 7th level and 5/- at 10th level.

Improved Uncanny Dodge

At 7th level, the Defender cannot be flanked. An enemy Rogue cannot hit you with a sneak attack unless she has at least four more Rogue levels than your class level.

Playing a Stalwart Defender

Stalwart Defender helps you not get killed but doesn't help you kill enemies and I'm not a fan since the Duelist, for example, allows you to do both. That said, it's good for a 1 level dip if you have nothing better to take since +1 AC, no questions asked, is not bad.

Student of War

A Student of War believes that the pen is at least as mighty as the sword.

  • Required BAB: 5
  • Required feats: Skill Focus (Knowledge or Lore skill), Combat Expertise, Dodge
  • Minimum character level: 6
  • Full BAB progression
  • 6 HP per level
  • 4 skill points per level.
  • Class skills: Knowledge (Arcana), Knowledge (World), Perception.

A Student of War has the following level progression:

LvlBABFortReflexWillSpecial 1Special 2
1+1+0+0+1Know Your EnemyAdditional Class Skill
2+2+1+1+1Bonus Combat FeatMind Over Metal
3+3+1+1+2AnticipateAdditional Class Skill
4+4+1+1+3--
5+5+2+2+3Bonus Combat FeatAdditional Class Skill
6+6+2+2+3Telling Blow-
7+7+2+2+4Know Your Enemy - SwiftAdditional Class Skill
8+8+3+3+4Bonus Combat Feat-
9+9+3+3+5NemesisAdditional Class Skill
10+10+3+3+5Deadly Blow-

Additional Class Skill

At 1st level and every subsequent odd-numbered level, a Student of War may select an additional class skill.

Know Your Enemy

As a move action, a Student of War can study an enemy and attempt a Knowledge or Lore check appropriate to the creature's type. If he succeeds, he receives a +1 insight bonus depending on a modal stance.

Defensive Stance (Student of War)

The Student of War gains a +1 insight bonus to AC and saving throws against the target's attacks. At 6th level, he gains a +3 AC bonus vs. attacks of opportunity.

Martial Stance

The Student of War gains a +1 insight bonus to attack and damage rolls against the target. At 6th level, he gets a +3 bonus to critical confirmation rolls.

Tactical Stance

The Student of War gains a +1 insight bonus to CMB when attempting a combat manoeuvre and to CMD when defending against a manoeuvre.

A Student of War can switch stance as a move action. The bonus increases to +2 at 4th level and +3 at 7th level. In Addition, this ability becomes a swift action at 7th level.

Bonus Combat Feats (Student of War)

At 2nd, 5th and 8th levels, a Student of War Knight may select any combat feats for which he meets the prerequisites.

Mind Over Metal

At 2nd level, a Student of War can use his Intelligence modifier in place of Dexterity to determine his AC. The armour's normal maximum Dexterity bonus still applies.

Anticipate

At 3rd level, if a Student of War makes a successful Will save against an attack that normally deals half damage on a successful save, he instead takes no damage.

Telling Blow

At 6th level, a Student of War's attacks ignore 5 points of damage reduction. This does not apply to untyped (N/-) DR or with creatures that are immune to critical hits.

Nemesis

At 9th level, once per day, a Student of War can add the Bane property to his weapon for 1 minute.

Deadly Blow

At 10th level, and after using Know Your Enemy, a Student of War's attacks ignore damage reduction and immunity to critical hits.

Playing a Student of War

A Student of War seems like a rather conflicted class. This is a pure martial class but the prerequisites have almost no synergy with any martial build. I could accept a prerequisite of Skill Focus: Perception, but it would be a weird setup where the fighter is the party's go-to Knowledge (Arcana) guy. Lore and Knowledge skills use Wisdom and Intelligence. There are a couple of martial classes that benefit from high Wisdom and Intelligence, but you're not going to abandon your career as a Sword Saint to become a Student of War which means that the skill focus is just a feat tax. As is Combat Expertise because that is a garbage feat whichever way you cut it. The class does reward an investment in Intelligence (eventually - you're 7th level minimum when you get Mind Over Matter) but then you have to invest in Dexterity anyway because Dodge is a class prerequisite.

If you do mutilate your build to satisfy the prerequisites, the rewards for your persistence are meagre. Know Your Enemy is OK. It's like a cut-down Studied Target. Except you won't benefit from it for entire classes of enemy unless you're investing in all four knowledge and lore skills. You'll also have to wait a long time (13th level minimum) before it becomes a swift action and stops eating into your action economy which kinda suggests that you're better off playing a Slayer. If you stick with the class right to the end, Deadly Blow is actually one of the best abilities in the game. Shame that you have to wade through so much sewage to get there.

Winter Witch

A Winter Witch is a true specialist of frost magic.

  • Required classes: Shaman (Frost Spirit) or Witch (Winter Patron)
  • Required skills: Knowledge: Arcana (5)
  • Required special: 3rd level arcane spells or 3rd level divine spells
  • Minimum character level: 6
  • Slow (1/2) BAB progression
  • Full caster level progression
  • 4 HP per level
  • 2 skill points per level.
  • Class skills: Knowledge (Arcana), Knowledge (World), Lore (Nature), Persuasion, Use Magic Device.

A Winter Witch has the following level progression:

LvlBABCLFortReflexWillSpecial 1Special 2Special 3
1+0+1+0+0+1Winter Witch SpellbookCold SpecializationFrost Power
2+1+2+1+1+1---
3+1+3+1+1+2-Freezing Cold-
4+2+4+1+1+3---
5+2+5+2+2+3---
6+3+6+2+2+3-Freezing Cold-
7+3+7+2+2+4---
8+4+8+3+3+4-Unearthly Cold-
9+4+9+3+3+5---
10+5+10+3+3+5---

Winter Witch Spellbook

At 1st level, a Winter Witch gains new spells as though she had also gained a level in her previous class.

Cold Specialization

Any spells with the cold descriptor have their DCs increased by 1 while spells with the fire descriptor have their DCs reduced by 1. At 5th and 10th levels the bonus and penalty increase by +1 / -1.

Frost Power

Winter Witch levels stack with Shaman levels to determine the power of Shaman hexes and Frost Spirit abilities and with Witch levels to determine the power of Witch hexes, access to major and grand hexes and acquisition of patron spells.

Freezing Cold

At 3rd level, the caster level of a Winter Witch's spells is increased by 1. At 6th level this bonus increases to 2.

Unearthly Cold

At 8th level, when a Winter Witch's spells deal cold damage, half of the damage dealt is not subject to resistance or immunity.

Playing a Winter Witch

If your precursor class is a Witch with the Winter Patron, you lose very little from becoming a Winter Witch. That said, you don't gain very much either. Cold Specialization is neutral at best since there aren't that many amazing cold spells in the Witch's spellbook and Unearthly Cold is rendered moot by the Ascendant Element mythic power. Freezing Cold is the best of the abilities since certain spells don't have a level cap. A Crossblooded Sorcerer dip (draconic + elemental) is decent to make all elemental spells do cold damage.

A Shaman (eventually) gains access to Icy Prison (Mass) which is a legitimately powerful cold spell with a DC. However, he loses BAB and must select a sub-optimal spirit so this path is not recommended. Overall, Winter Witch isn't the worst prestige class but it's definitely one you'd only select for the theme.