Ivalice: Prestige Classes
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Sky Pirate
As Ace Pilot.
Assassin
As Bounty Hunter, but requires stealth instead of survival.
Knight
As Elite Trooper, except it requires Armor Proficiency (heavy), Toughness, and Shake It Off instead of Armor Proficiency (medium), Martial Arts I, and Point Blank Shot.
Gunslinger
The same, except Trusty Sidearm applies to all guns.
Tactician
As Officer.
Fencer
Requirements: Min BAB +7, Two Weapon Specialist, Brawler, or Survival talentsD10 Hit Die
Defense: +2 Fort, +4 Ref
BAB 1/1
Talents (Every odd level):
Weapon Master tree: As Elite Trooper
Fencer tree:
- Acrobatic Recovery: As Jedi Guardian Talent
- Block: as Jedi Guardian Talent
- Throw Anything: May throw any weapon you are proficient with without taking the improvised weapon penalty.
- Surgical Strike: As Ataru
- Counter: As Djem So
- Steel Wall: As Jar�Kai
- Duelist: As Juyo
- Arterial Strike: As Vaapad
- Improved Feint: As Trakata
Trusty Blade (Every even level): As the Gunslinger ability Trusty Sidearm, except it applies to light blades.
Monk
Requirements: Min BAB+7, Martial Arts I, and either Pin or TripD8 Hit Die
Defense: +2 Fort, +2 Ref, +2 Will
BAB 1/1
Talents (Every odd level):
Monk tree:
- Fortified Body: As Force Adept talent
- Equilibrium: As Control talent
- Damage Reduction: As Control talent
- Intuitive Initiative: As Cerean racial ability
- Vital Transfer: Once per day, as a swift action, target heals 2x its level, which you take half of as damage. Requires Chakra.
- Chakra: As Control talent Force Recovery
Martial Arts Tree:
- Far Fist: May spend a Mist Point to make a melee attack up to 1+Wis bonus squares away
- Counter: As Djem So
- Untouchable: As Sokan
- Acrobatic Recovery: As Jedi Guardian talent
- Elusive Target: As Jedi Guardian talent
Fists of Steel(Every even level): As Trusty Sidearm, but for unarmed attacks
Summoner
Requirements: 7th level, Arcane Magic Training, Time Magic TrainingD6 Hit Die
Defense: +2 Fort, +4 Will
BAB 3/4
Talents (Every level):
Summoner tree:
Each talent is an Esper that can be summoned by spending a certain number of Mist Points. Summoning is a full-round action that requires a Spellcraft roll equal to the Esper�s summon DC. If the check fails, the Mist Points are not spent, but the action is wasted. Each of the summons also has an additional summon effect that occurs if the summoning roll beats the DC. See each individual summon in the Espers section.
Note: Each Summon remains on the field for 2d4 rounds under your control. You must spend your own actions to control your summon; thus, to have your summon attack, you must spend your own Standard action. To have your summon move, you must spend your own Move action. You can only have one summon active at a time.
- Belias, the Gigas: DC 25, 1 MP
- Mateus, the Corrupt: DC 25, 1 MP
- Adrammelech, the Wroth: DC 25, 1 MP
- Zalera, the Death Seraph: DC 25, 1 MP
- Shemhazai, the Whisperer: DC 30, 2 MP
- Cuchulainn, the Impure: DC 30, 2 MP
- Exodus, the Judge-Sal: DC 30, 2 MP
- Hashmal, Bringer of Order: DC 30, 2 MP
- Zeromus, the Condemner: DC 30, 2 MP
- Famfrit, the Darkening Cloud: DC 35, 3 MP
- Chaos, Walker of the Wheel: DC 35, 3 MP
- Ultima, the High Seraph: DC 35, 3 MP
- Zodiark, Keeper of Precepts: DC 35, 3 MP
High Magus
Requirements: 7th level, at least 5 magic training featsD6 Hit Die
Defense: +5 Will
BAB 3/4
Talents: (Every odd level):
Spell Refinement tree: These talents may also be selected for High Arcana, individually.
High Arcana tree:
- Flare: Spend a Mist Point. Roll Spellcraft vs. target�s ref, does 8d6 fire damage, half on miss. Requires: Black Magic Training x3
- Holy: Spend a Mist Point. Roll Spellcraft vs. target�s will, does 8d6 holy damage, half on miss. Requires: White Magic Training x3
- Stop: Spend a Mist Point. Roll Spellcraft vs. target�s will. Target is stopped in time for 3d4 rounds. Target slowed on miss. Requires: Time Magic Training x2
- Doom: Spend a Mist Point. Roll Spellcraft vs. target�s will. Target moves -1 down the condition track every round for 2d4 rounds. No effect on miss. Requires: Arcane Magic Training x2
- Meteor: Spend a Mist Point. Roll Spellcraft vs. target�s fort. Target takes 6d6 damage and moves �2 on the condition track on a hit, half damage and �1 on the condition track on a miss. Req. Red Magic Training x2.
Spell Potency (Every even level): You may increase the dice rolled for damage, healing, or duration for any spell you cast by half your High Magus level (rounded down).
Dark Knight
Requirements: 7th level, Armor Proficiency (Heavy), Black Magic Training
D10 Hit Die
Defenses: +3 Fort, +3 Will
BAB 1/1
Talents (Every odd level):
Misfortune tree: Scoundrel tree
Dark Knight tree:
- Inspire Fear I: as the Crime Lord talent
- Inspire Fear II: as the Crime Lord talent
- Inspire Fear III: as the Crime Lord talent
- Channel Aggression: as the Force Adept talent.
- Channel Anger: as the Force Adept talent.
- Crippling Strike: as the Force Adept talent.
Dark Sword tree
- Night Sword: As the Sith talent Dark Healing.
- Dark Sword: As a standard action, you may spend a Mist Point to make a ranged attack roll against a target up to six squares away. If the roll hits their will defense, you may steal one spell from the target's suite and add it to your own. The target may refresh that spell normally, and once you cast the spell, you cannot recover it.
Swift Spell (Every even level): You may cast a spell as a swift action. You may use this ability a number of times per day equal to half your class level, rounded down.
Holy Knight
Requirements: 7th level, Armor Proficiency (Heavy), White Magic TrainingD10 Hit Die
Defense: +3 Fort, +3 Will
BAB 1/1
Talents (Every odd level):
Leadership tree: Noble tree
Holy Sword tree:
- Stasis Sword: You may spend a Mist Point as a standard action to make a ranged attack up to 6 squares away that deals Xd6 holy damage, where X is your class level. If your attack also hits the target's will defense, they are Stopped (as the High Arcana) for 1d6 rounds.
- Split Punch: You may spend a Mist Point as a standard action to make a ranged attack up to 6 squares away that deals Xd6 holy damage, where X is your class level. If you attack also hits the target's will defense, the target is Doomed (as the High Arcana) for 1d6 rounds.
- Crush Punch: You may spend a Mist Point as a standard action to make a ranged attack up to 6 squares away that deals Xd6 holy damage, where X is your class level. If you score a critical hit, the target is reduced to 0 hp. This is a Death Effect.
- Lightning Stab: You may spend a Mist Point as a standard action to make a ranged attack up to 6 squares away that deals Xd6 lightning damage, where X is your class level. If the attack also hits the target's will defense, they are silenced for 1d6 rounds.
- Holy Explosion: You may spend a Mist Point to make a ranged attack roll along a line of effect 6 squares long that deals Xd6 holy damage. If the attack also hits the targets' will defense, they suffer a random effect from Mind Trick for 1d6 rounds.
Paladin tree
- Fearless: You are immune to fear.
- Severing Strike: as the Jedi Knight talent
- Battle Meditation: as the Jedi Guardian talent
Swift Spell (Every even level): You may cast a spell as a swift action. You may use this ability a number of times per day equal to half your class level, rounded down.
Blue Mage
Requirements: 7th level, Red Magic Training, Knowledge (Beast Lore) trained
D8 Hit Die
Defense: +2 Ref, +4 Will
BAB 1/1
Talents (Every odd level):
Blue Magic tree:
- Adept Spellcaster: As the Dathomiri Witch talent
- Charm Beast: As the Dathomiri Witch talent
- Command Beast: As the Dathomiri Witch talent
- Equilibrium: As the Control talent
- Fortified Body: As the Force Adept talent
- Arcane Fortification: As the Jedi Knight talent Force Fortification
Survivor tree: Scout tree
Blue Magic Training (Every even level): Whenever are hit by a Blue Magic spell from a monster, make a Knowledge (Beast Lore) check against its will defense. If you succeed, you may add that spell to your suite. You may know as many Blue Magic spells as your class level divided by two. If you already know the maximum number of Blue Magic spells when you would learn a new spell, you may choose to replace one of your known spells with the new spell, losing access to the old spell.
Dragoon
Requirements: +7 BAB, Weapon Proficiency (polearms), Improved ChargeD10 Hit Die
Defense: +3 Fort, +3 Ref
BAB 1/1
Talents (Every odd level):
Weapon Master tree: As the Elite Trooper tree
Armor Specialist tree: Soldier tree
Lancer tree:
- Leaping Charge: You may jump as part of a Charge action without penalty.
- Leaping Attack: If you jump as part of a Charge action, you gain a damage bonus equal to your class level. Req. Leaping Charge.
- Improved Surge: Your surge bonus increases by +10 to jumps and +2 move. May be taken twice. Requires: Surge ability (see below).
Surge (Every even level): As a swift action, you may gain a +10 competence bonus to jumping rolls and +2 squares of movement. You may spend a Mist Point to increase this bonus by +10 to jumping and +2 squares. You may use this ability a number of times per day equal to your Dragoon level divided by two, rounded down.
Bard
Requirements: 7th level, Perform trained, Any two Inspiration, Influence, or Mediator talents, Arcane Magic TrainingD8 Hit Die
BAB 3/4
Talents (Every odd level):
Songster tree:
- Lullaby: Full-round action. Roll perform vs. the will defense of all enemies within earshot. Move each one it hits �1 step on the condition track (-2 with a Mist Point). This effect is persistent as long as the song is maintained (standard action).
- Countersong: Standard Action. You may attempt to counter any spell cast that round by rolling perform vs. the caster�s spellcraft. Each spell countered after the first in a round takes a cumulative �5 to the perform roll. This song may be maintained from round to round as a standard action.
- Inspirational Melody: Any Inspiration talent you know can be applied to allies within earshot, not just within line of sight.
- Potent Song: You may spend a Mist Point to double the effects of any Inspiration talent
- Battle Hymn: As a standard action, you may grant all allies within earshot a +2 morale bonus to damage rolls.
- Mystical Movement: Choose a school of magic. You may cast spells from that school even while silenced or gagged as long as you can move freely. May be selected multiple times to apply to a new school of magic.
- Elusive Grace: as Sokan
- Blade Dance: May use the Rapid Strike feat without taking a �2 to hit.
- Magic Dance: Whenever you cast a spell with a duration, you may extend the spell's duration indefinitely as long as you spend a move action each round dancing to maintain the spell.
- Improved Evasion: Area attacks that hit are reduced by half damage. Requires Evasion.
Charm (Every even level): As a standard action, you may spend a Mist Point to attempt to charm someone with your magical songs and dance. Roll Perform against their will defense. If you succeed, the target�s attitude toward you immediately shifts to Friendly. The target will not harm their former allies, but they will attempt to stop them from harming you. The effect lasts 1+Cha mod (min 1) hours, or until you or your allies takes hostile action towards them. You may have a number of charmed allies equal to half your Bard level, rounded down.
Alchemist
Requirements: 7th level, Chemist, MedicD6 Hit Die
Defense: +2 Fort, +4 Will
BAB 3/4
Talents (Every level):
Brewer tree:
Each of these talents allow you to craft the listed recovery items given an hour of work and materials costing 50% of the item's sell value. Each talent lists the Knowledge (Alchemy) DC required to craft the item. If you fail the roll, you waste the day and the materials.
- Potion: DC 15, 50 gil
- Hi-Potion: DC 20, 100 gil. Requires Potion.
- X-Potion: DC 25, 250 gil. Requires Hi-Potion.
- Phoenix Down: DC 25, 150 gil.
- Antidote: DC 15, 25 gil.
- Echo Grass: DC 15, 25 gil.
- Eye Drops: DC 15, 25 gil.
- Soft: DC 15, 25 gil.
- Remedy: DC 25, 150 gil. Requires any two of the Antidote, Echo Grass, Eye Drops, or Soft talents.
- Ether: DC 20, 50 gil
- Hi-Ether: DC 25, 250 gil. Requires Ether.
- Elixer: DC 30, 500 gil. Requires X-Potion and Hi-Ether.
Grenadier tree:
- Craft Grenade: Spend 50 gil and an hour to roll Knowledge (Alchemy) to craft a grenade that deals 4d6 fire, ice, or lightning damage in a 2x2 area.
- Good Arm: Double thrown weapon ranges.
- Throw Potion: You may take a �10 to your Treat Injury check to use a recovery item on a target up to 6 squares away (12 with Good Arm).
Potion Mastery tree:
- Enhance Potion: You may spend a Mist Point to double the effect of any recovery item.
- Potion Recovery: When you roll a natural 20 on your Treat Injury check to use a recovery item, the item is not consumed.
- Adept Healer: You may add your class level to the damage healed when using potions
- Full Treatment: You may heal hp equal to your class level when using any recovery item. This does not stack with Adept Healer. Requires Adept Healer.
- Healing Broth: Double the effects of Long Term Care.

















