Prestige classes allow characters to become truly exceptional, gaining powers beyond the ken of their peers. Unlike the core classes, characters must meet specific requirements before they can take their first level of a prestige class. If a character does not meet the requirements for a prestige class before gaining any benefits of that level, that character cannot take that prestige class. Characters that take levels in prestige classes do not gain any favored class bonuses for those levels.
Table: Prestige Classes
Prestige Class | Requirements | Description |
---|---|---|
Archwizard | Skills: Knowledge (Arcana) 6 ranks, Spellcraft 6 ranks, Use Magic Device 6 ranks Spells: Able to cast 2nd level spells of two separate spell lists. | Archwizards place no boundaries on their magical abilities and find no irreconcilable paradox in devotion to the arcane. They seek magic in all of its forms, finding no reason or logic in denying themselves instruction by limiting their knowledge to one stifling paradigm, though many are simply hungry for limitless power. No matter what their motivations, archwizards believe that perception is reality, and through the astral energies of the multiverse, that perception can be used to manipulate and control not only the nature of this reality, but destiny itself. |
Blitzer | Base Attack Bonus: +4. Skills: Acrobatics 4 ranks, Swim 4 ranks. Feats: Exotic Weapon Proficiency (Blitzball). | The game of Blitzball is a graceful ballet of underwater maneuvers. It is also a sometimes brutal full-contact sport with ruthless players vying for any advantage. This has led to blitzers becoming adept at ranged combat, using blitzballs as deadly weapons. They have even been known to use magic to enhance their balls, giving them spell-like properties that with affect their opponents. |
Clan Hunter | Base Attack Bonus: +4. Skills: Diplomacy 2 ranks, Stealth 4 ranks, Survival 4 ranks. Special: Must have joined one of the Clan Hunter guilds. | A bandit king raids caravans on the road. An ogre pillages farms to the north. A mage has kidnapped the mayor’s son and hidden him somewhere in the marsh—and the soldiers of the king cannot seem to stem the tide. The terrified citizens have only one choice, and it isn’t cheap. They call in a clan hunter. A clan hunter tracks down creatures and either eliminates them or brings them to whatever justice awaits them. |
Crownsguard | Base Attack Bonus: +5 Skills: Diplomacy 2 ranks, Knowledge Nobility 7 ranks. Feats: Any teamwork feat. | The elite warriors of lucis, these knights excel at teamwork with allies and leading them into the fray in the king’s name. Unlike a kingsglaive, these knights do not have powers from the king but still a hint of lucis magic resides within them. These knights often become crownsguard for the king and his family and make great leaders for any battlefield. |
Dark Emperor | Base Attack Bonus: +5 Skills: Diplomacy 5 ranks, Knowledge (Planes) 5 ranks, Knowledge (Religion) 5 ranks, Perception 5 ranks. | The dark emperor is a mortal hero or villain in whose veins flows the blood of a god. Cut from the same cloth as classic ancient heroes, most dark emperors are the offspring of a god and a mortal humanoid who drew the god’s eye. |
Dragonmaster | Base Attack Bonus: +6. Skills: Religion 5 ranks. Special: Must pass one of the dragon’s trials (up to DM’s discretion on how this is achieved). | The dragonmaster is one who has passed the Dragon Trials, thus gaining the allegiance of the Four Dragons. The dragonmaster’s sole purpose is to protect and aid the Goddess Althena. Their heroic tales are often the theme of many bard songs. |
Elite Lancer | Base Attack Bonus: +5 Feats: Mounted Combat, Weapon Focus (lance) Skills: Handle Animal 5 ranks, Ride 5 ranks Proficiency: Must be proficient with lances and light and heavy shields. | An elite lancer is a mounted combat specialist par excellence. He is skilled in the arts of formal jousting, with all its pomp and ceremony and its intricate courtly rules of etiquette, but he is no less talented on the battlefield when the time comes to ride down his enemies and drive them into the dust on the point of his lance. Elite lancers are found in virtually every culture, and in many are accorded great esteem for their noble bearing and for their puissance in contests of arms. Their fame often precedes them, but some work to keep a low profile and let their steel and their steed do the talking. |
General | Alignment: Any lawful alignment. Base Attack Bonus: +7 Skills: Diplomacy 2 ranks, Intimidate 4 ranks, Sense Motive 2 ranks, Use Magic Device 2 ranks. Special: Must be appointed by one of the emperors of a country or equivalent, with magiteknology. | Elite commanders on the battlefield hand pick by the emperor of a country to lead his soldiers into combat and to protect him and his family. A devastating warrior who seems slow at first glance only to surprise his enemies with his charging speed and magical powers granted to him by his armor. |
King | Base Attack Bonus: +7 Skills: Knowledge (nobility) 7 ranks. Spells: Able to cast 1st-level holy or dark knight spells. Traits: Must have the Noble regional trait or Princess social trait. Special: Must be appointed as ruler of a state, city, or region. A 10th-level Princess/Prince (Bard archetype) may take levels in this prestige class, but must still be appointed, without fulfilling the other requirements. | The king (or queen if female) is the ruler of an independent state, city, or region, especially one who inherits the position by right of birth. |
Kingsglaive | Alignment: Must be within one alignment step away from the King’s alignment. Base Attack Bonus: +7 Skills: Intimidate 5 Ranks, Sense Motive 5 Ranks, Acrobatics 5 Ranks, Perception 5 Ranks Special: Must be appointed by a King as his kingsglaive. | Trained from an early age in the art of war and sworn to the service of a king, the kingsglaive holds a position of power and respect in many lands, often serving as the voice and justice of the king. Never caught unarmed, the kingsglaive is the literal interpretation of using the power of the king as a weapon. Creating a glaive is the core of the kingsglaive, and with it, she is a deadly combatant. Versatile and varied, the kingsglaive can be found in all shapes and sizes, wielding blades unique to the wielder and customized to fit the needs of the kingsglaive. Fluid in function, the kingsglaive has mastered how to alter her glaive to fit the situation, bringing power and versatility into any combat. |
Knight Gallant | Alignment: Any lawful alignment. Base Attack Bonus: +7 Skills: Diplomacy 2 ranks, Intimidate 2 ranks, Knowledge (Nobility) 7 ranks, Sense Motive 2 ranks Special: Must have the Swordplay class feature and at least 3 known Swordskills. | Noble swordsman who earn their valor and honor on the battlefield. Honing their swordskills, and becoming commanders on the battlefield, these valiant knights earn the title “Knight Gallant”. Their swordskill prowess, and presence on the battlefield is unmatched by any warrior. They are a King’s greatest sword. |
Lyrical Mage | Songperforming: Must be able to perform 2nd level bard songs. Skills: Knowledge (arcana) 6 ranks, Perform (any) 6 ranks, Spellcraft 6 ranks. Special: Must have the Bardic Performamce class feature. | The lyrical mage understands better than most how the natural harmonics of the universe pervade all things. Music might be its most pleasing form, but magical energy has harmonics of its own. The lyrical mage has learned to make her magic and her music resonate into harmonic chords that enhance the effects of both.. |
Mage Warrior | Feats: Proficiency with all martial weapons and armor. Spells: Able to cast 4th-level astrologian, black mage, white mage, blue mage, necromancer, summoner, or time mage spells. | Practitioners of the arcane and martial arts, mage warriors strike a balance between both disciplines to eventually become masters of both. |
Master | Base Attack Bonus: +5 Skills: Acrobatics 5 ranks. Feats: Improved Unarmed Strike and one of the following feats: Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Overrun, Improved Sunder, or Improved Trip. Special: Must have a Ki pool. | The master specializes in more complicated moves than simple damage-dealing strikes. His mastery of combat maneuvers is terrifying to see. |
Power Weapons Master | Feats: Combat Casting. Spells: Able to cast any 4th-level spells. | Where other spellswords imbue their weapons with destructive magic or magically enhance their own combat capabilities, others prefer to lay the enemy low with debilitating spells before taking them to task with magically-empowered weapons. An eclectic blend of frontline fighter and offensive support, the Power Weapons Master controls the battlefield from the thickest of it, freely swapping between melee and spellcasting to confound and thwart his enemies while supporting his allies. |
Meyvn | Base Attack Bonus: +5 Skills: Diplomacy 5 ranks, Profession (Soldier, Mercenary, or any similar profession) 7 Ranks, Knowledge (Nobility) or Knowledge (Local) 5 Ranks Special: Must be part of a structured organization or Regime. | The meyvn is often the leader of small guerrilla forces, honed by rigorous training and preparation. The meyvn is a preparatory combatant that can change his battle plan for the right moment. A meyvn is often close in rank to a Commander or just below a General in a militaristic or freedom fighting organization: Acting as advisors to those with positions of power. |
Raven | Base Attack Bonus: +6 Skills: Heal 4 ranks, Survival 4 ranks. Special: Must swear your loyalty to the leader of a cause. | Ravens are created based solely on a single criteria, loyalty. Should a member of an organization show vast loyalty and zeal for their cause, the leader can put in the orders to have a Raven made. Through the ordeal of treatment, they lose their past self and embrace servitude to the one who created them. When the treatment is complete, they are entirely a new person, their memories and personality lost in the fog, but they have the inherent knowledge to follow orders. |
Ruin Mage | Skills: Spellcraft 9 ranks, Knowledge (Arcana) 9 ranks Feats: Combat Casting Spells: Ability to cast Ruin once per day. | Mages of this class focus on ruin to push that spell beyond its normal limits. |
SeeD Operative | Skills: Spellcraft 5 ranks, Knowledge (Religion) 3 ranks Special: Must be a student or cadet of a Mercenary Academy. | SeeD operatives are a mercenary force for hire, conducting missions around the world as battle support and undercover operatives. Their services are requested by governments and civilians; their tasks range from providing military support to protecting civilians to slaying monsters. Only Balamb Garden trains SeeD cadets, but members from the other Gardens can transfer to Balamb for the field exam. All SeeD operatives are stationed at Balamb. The SeeD operative specializes in high-level para-magic via the use of Guardian Forces. |
Soldier | Base Attack Bonus: +6 Skills: Acrobatics 4 ranks, Use Magic Device 4 ranks. Special: Must work for a company specialising in magic and genetics. Must not have the Magic Ineptitude racial trait or similar trait that disallows magic usage. | SOLDIER is the elite fighting force of Shinra Electric Power Company. Its members are advanced super-soldiers with superhuman strength, speed, and agility. Much stronger than the Shinra Peacekeeping Troops and the Turks, Shinra uses SOLDIER for special missions that require the greatest use of strength. |
Turk | Skills: Intimidate 5 Ranks, Bluff 5 Ranks, Sense Motive 5 Ranks, Stealth 5 Ranks, Perception 5 Ranks, Sleight of Hand 5 Ranks, Escape Artist 5 Ranks. Feats: Dodge, Mobility. Special: Must have the Evasion class feature. Must join the Investigation Sector of the General Affairs Department and pass the field test overseen by a turk. | An intelligence bureau for the Shinra Corporation, the turks specialize in a myriad of clandestine operations from reconnaissance, espionage, black ops to kidnapping, sabotage, and even assassinations. In many ways, they are a fraternal order with an eclectic membership from thieves and street performers to trained martial artists and gunslingers. However as myriad as they are in background, all Turks are well dressed professionals who get the job done. What matters to a turk first and foremost is the bottom line and any concerns such as friends and family are secondary. Becoming a turk means becoming one for life, the only way out is in a body-bag. |
Void Knight | Spells: Able to cast 3rd-level spells. Weapon Proficiency: Must be proficient with all martial weapons. Special: Have been exposed to an extradimensional space or plane meant to exile or detain creatures. | The void isn’t always terrifying. Some find it a calming existence, a place free of distractions, where they can contemplate or calculate undisturbed. Occasionally, one who has made an exodus into the void, whether voluntary or not, finds such an affinity therein that they develop an inner void, an emptiness with a purpose. These void knights can absorb spells cast by other creatures, isolating them in their inner void and feeding it with the spell’s magical energies, or release it later to further their own ends. |