Prestige Feats

Prestige classes are used for several purposes in Pathfinder. Some help bridge multiple classes together, while others allow for character concepts not represented by the normal classes.

In M6, the first category are covered by Multiclass Feats, while the later are covered by these Prestige Feats.

A character can only have one feat with the Prestige tag, representing special training the character has chosen to focus his or her life around. Generally, this training is offered by an outside group, but many characters in M6 will be blazing their own trails and teaching their secrets to others. The rules apply equally to both.

Prestige feats have no prerequisites listed. They should be earned in play by completing trials for the appropriate society or investing the time and effort to invent the appropriate techniques.

Many prestige feats have their own feat trees. Those are also grouped here for convenience.

Arcane Archer

The arcane archer prestige class is an interesting case: it's both a multiclass fix and its own society. I've pulled out a few special abilities here.

Arcane Archer (Prestige)
Benefits: Every non-magical arrow an arcane archer lets fly becomes magical, gaining a +1 enhancement bonus. These bonuses only function for him.

Distant Arrows
Prerequisites: Arcane Archer
Benefits: When you enchant a non-magical arrow with the arcane archer feat, you may also grant it the distant special quality.

Elemental Arrows
Prerequisites: Arcane Archer
Benefits: When you enchant a non-magical arrow with the arcane archer feat, you may also grant it the flaming, frost, or shock special quality.

Imbue Arrow
Prerequisites: Arcane Archer, arcane spellcaster
Benefits: You can imbue area spells on arrows. When you do so, use the bow's range instead of the spells range and the spell centers around the arrow's point of impact. You must cast the spell normally, but may fire the arrow as part of casting.


Although the assassin class presumes a generic assassin's guild and works well for this, setting-specific societies probably warrant their own prestige feat and feat tree.

Assassin (Prestige)
Benefits: You can sneak attack (as the rogue ability), dealing +1d6 damage. If you have sneak attack from another source, the sources stack.

Assassin's Dodge
Prerequisites: Assassin, Death Attack
Benefits: You gain the Uncanny Dodge ability as the rogue class ability. If you already have uncanny dodge, you gain improved uncanny dodge instead.

Assassin's Poison
Prerequisites: Assassin
Benefits: You are trained in applying poison and cannot accidentally poison yourself while applying poison to a blade. You also receive a +2 saving throw bonus against poisons.

Death Attack
Prerequisites: Assassin
Benefits: If you study your victim for three rounds and then deal damage with a successful sneak attack, you can paralyze or kill your target (your choice). In either case, the victim may make a Fortitude save (DC 13 + your Int modifier) to resist the effect. If they fail the save against death, they die instantly. If they fail the save against paralysis, they are helpless for 1d6+3 rounds.

Dragon Disciple

The power of dragons is difficult to deny, but the class does not convert cleanly into feats.

Dragon Disciple (Prestige)
Benefits: If you have the draconic bloodline, your caster level is considered one higher for determining the effects of spells.

Disciple's Breath
Prerequisites: Dragon Disciple, breath weapon
Benefits: You may use your breath weapon an additional time a day.

Draconic Armor
Prerequisites: Dragon Disciple
Benefits: Your natural armor bonus is increased by +1.

Draconic Form
Prerequisites: Draconic Armor, Dragon Disciple
Benefits: You may use Form of the Dragon I once per day as a spell-like ability.


There are good arguments that Duelist should be a base class, but it's present here as a Prestige Feat and its tree.

Duelist (Prestige)
Benefits: When wearing light or no armor and not using a shield, a duelist adds her Intelligence bonus (if any) to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Duelist's Parry
Prerequisites: Duelist
Benefits: As an immediate action, if you are wielding a light or one-handed piercing melee weapon, you can parry an attack directed at you or an adjacent ally. If you defeat the attacker's roll with a CMB check, that attack misses instead.

The round following your parry, you cannot use the full attack action.

Improved Reaction
Prerequisites: Duelist, Improved Initiative
Benefits: Your bonus on initiative checks from Improved Initiative increases to +8.

Precise Strike
Prerequisites: Duelist
Benefits: When a duelist is using a light or one-handed piercing melee weapon, she adds her Intelligence bonus (if any) to her damage.

While using precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. This bonus damage is negated by any effect that negates critical hit damage and any creature immune to critical hits is immune to precise strike.


The Loremaster converts to feats quite easily, with their Secrets already working largely as feats.

Loremaster (Prestige)
Benefits: You may make knowledge skill checks untrained and receive a bonus to those checks equal to the number of feats you possess that require this one.

Instant Competence
Prerequisites: Loremaster
Benefits: You gain four ranks in a skill which your character has no ranks in.

Newfound Arcana
Prerequisites: Loremaster, arcane or divine casting
Benefits: Choose a class you can cast spells through. You may cast an additional 1st and 2nd level spell per day as though granted by high attribute score.

Secrets of Inner Strength
Prerequisites: Loremaster
Benefits: Choose Fortitude, Reflexes, or Will. You gain a +2 bonus on saves of that type. By spending an hour in seclusion and meditation, you may change what type of saves this feat applies to.

Pathfinder Chronicler

Of all the prestige classes in the Core Rulebook, the Chronicler comes closest to representing a specific society.

Pathfinder Chronicler (Prestige)
Benefits: The Pathfinder Chronicler receives a +2 bonus to Knowledge, Linguistics, and Profession (scribe) checks, along with any Use Magic Device checks to use scrolls or other written magical items. She can also take 10 on Linguistics and Profession (scribe) checks, even when endangered.

Inspire Action
Prerequisites: Pathfinder Chronicler, Pathfinder's Performance
Benefits: You can Inspire Action as a performance, allowing a chosen ally to move as a move action during your turn. This move action does not count against their normal actions.

Live to Tell the Tale
Prerequisites: Pathfinder Chronicler
Benefits: The Pathfinder chronicler can attempt a new saving throw against any ongoing condition against which she failed a saving throw in a previous round, even if the effect is normally permanent. This ability has no effect on conditions that do not allow saving throws or against instantaneous effects.

Pathfinder's Aid
Prerequisites: Pathfinder Chronicler
Benefits: When she uses the Aid Another action, the Chronicler grants a +4 bonus rather than a +2 bonus.

Pathfinder's Performance
Prerequisites: Pathfinder Chronicler
Benefits: You gain bardic performance as a 1st-level bard. If you already had bardic performance, you gain an additional two rounds of performance per day.


Shadowdancer (Prestige)
Benefits: You can use the Stealth skill even while being observed, as long as you are within 10 feet of an area of dim light.

Prerequisites: Shadowdancer
Benefits: You gain darkvision with a 60 foot range. If you already have darkvision, its range extends 30 feet.

Shadow Companion
Prerequisites: Shadowdancer
Benefits: You shadow can be animated as an undead shade. This is treated as a normal shadow except that it uses your alignment, base attack bonus, and saves. It's hit points are equal to half your hit points.

If the shadow is destroyed or dismissed, you cannot summon a new one until 30 days have passed.

Shadow Jump
Prerequisites: Shadowdancer
Benefits: You may pass between shadows as a free action. This functions as dimension door, except that both beginning and end points of the journey must be in shadow.

You can move up to 40 feet a day this way, with each jump taking up at least a 10 foot increment.

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