Prestige Classes
Alchemist Bard Dark Knight Dragoon Fencer
GunMage Gunslinger High Magus Holy Knight Knight
Monk Ninja Sky Pirate Summoner Tactician
Base
Level
Attack
Bonus
Class Features
1 +0 Defense bonuses, talent
2 +1 Bonus feat
3 +2 Talent
4 +3 Bonus feat
5 +3 Talent
6 +4 Bonus feat
7 +5 Talent
8 +6 Bonus feat
9 +6 Talent
10 +7 Bonus feat

Alchemist

Alchemists are the characters who provide support to the other warriors. They are knowledgeable in the use of all common magical items and can administer items at range as well as up close. They can also make and create techno-magical items.

Requirements

To qualify to become an alchemist, a character must fulfill the following criteria:

  • Minimum Level: 7th
  • Trained Skills: Treat Injury, Mechanics, Craft (magitech)
  • Feats: Chemist, Medic

Game Rule Information

Hit Points

At each level alchemists gain 1d6 hit points + their Constitution modifier.

Mist Points

Alchemists gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

FFT-Chemist.jpg

Class Features

All of the following are the features of the alchemist prestige class.

Defense Bonus

At first level, you gain a +2 class bonus to your Fortitude defense, and a +4 class bonus to your Will defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Grenadier Talent Tree
Potion Brewer Talent Tree
Potion Mastery Talent Tree

Base
Level
Attack
Bonus
Class Features
1 +0 Defense bonuses, starting feats, talent
2 +1 Charm 1
3 +2 Talent
4 +3 Charm 2
5 +3 Talent
6 +4 Charm 3
7 +5 Talent
8 +6 Charm 4
9 +6 Talent
10 +7 Charm 5

Bard

Bards are wandering musicians whose words and song have a mystical power over their allies. By merely singing or playing music, the bard can protect his allies, heal their wounds, or increase the power of their attacks.

Dancers are bards who use the motions of dance to warp reality and harm their foes, usually by inflicting status aliments.

Requirements

To qualify to become a bard, a character must fulfill the following criteria:

  • Minimum Level: 7th
  • Trained Skills: Perform
  • Feats: Magic Training - Arcane
  • Talents: Any two from the Inspiration, Influence, or Mediator Talent Trees

Game Rule Information

Hit Points

At each level bards gain 1d8 hit points + their Constitution modifier.

Mist Points

Bards gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

FFT-Bard.jpg
FFT-Dancer.jpg

Class Features

All of the following are the features of the bard prestige class.

Defense Bonus

At first level, you gain a +3 class bonus to your Reflex defense, and a +3 class bonus to your Will defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Dancer Talent Tree
Inspiration Talent Tree
Songster Talent Tree

Charm

As a standard action, you may spend a Mist Point to attempt to charm someone with your magical songs or 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 + your Charisma modifier (minimum of 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.

Base
Level
Attack
Bonus
Class Features
1 +1 Defense bonuses, talent
2 +2 Swift spell 1/day
3 +3 Talent
4 +4 Swift spell 2/day
5 +5 Talent
6 +6 Swift spell 3/day
7 +7 Talent
8 +8 Swift spell 4/day
9 +9 Talent
10 +10 Swift spell 5/day

Dark Knight

The Dark Knight is a warrior who uses the power of darkness to destroy his opponents. He channels the strength of darkness through his sword and evokes various draining (and Darkness elemental) effects. They're not always evil, but it is a common side effect of such a close relationship with darkness.

Requirements

To qualify to become a dark knight, a character must fulfill the following criteria:

  • Minimum Level: 7th
  • Trained Skills: Spellcraft
  • Feats: Armor Proficiency (heavy), Magic Training - Black

Game Rule Information

Hit Points

At each level dark knights gain 1d10 hit points + their Constitution modifier.

Mist Points

Dark Knights gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

FFT-DarkKnight.jpg

Class Features

All of the following are the features of the dark knight prestige class.

Defense Bonus

At first level, you gain a +3 class bonus to your Fortitude defense, and a +3 class bonus to your Will defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Dark Knight Talent Tree
Dark Sword Talent Tree
Misfortune Talent Tree

Swift Spell

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.

Base
Level
Attack
Bonus
Class Features
1 +1 Defense bonuses, talent
2 +2 Dragon's Dive 1
3 +3 Talent
4 +4 Dragon's Dive 2
5 +5 Talent
6 +6 Dragon's Dive 3
7 +7 Talent
8 +8 Dragon's Dive 4
9 +9 Talent
10 +10 Dragon's Dive 5

Dragoon

Dragoons are warriors who mimic dragons. They combine extreme raw physical strength with mystical and magical enchantments that allow them to leap massive heights into the air and dive downward to strike lethal blows.

Requirements

To qualify to become a dragoon, a character must fulfill the following criteria:

  • Minimum Level: 7th
  • Feats: Weapon Proficiency (polearms), Improved Charge

Game Rule Information

Hit Points

At each level dragoons gain 1d10 hit points + their Constitution modifier.

Mist Points

Dragoons gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

FFT-Dragoon.jpg

Class Features

All of the following are the features of the dragoon prestige class.

Defense Bonus

At first level, you gain a +3 class bonus to your Reflex defense, and a +3 class bonus to your Fortitude defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Armor Specialist Talent Tree
Lancer Talent Tree
Weapon Master Talent Tree

Dragon's Dive

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. Each Mist point you spend increases the bonus by an additional +10 and +2. You may use this ability a number of times per day equal to your Dragoon level divided by two, rounded down.

Base
Level
Attack
Bonus
Class Features
1 +1 Defense bonuses, talent
2 +2 Trusty blade +1
3 +3 Talent
4 +4 Trusty blade +2
5 +5 Talent
6 +6 Trusty blade +3
7 +7 Talent
8 +8 Trusty blade +4
9 +9 Talent
10 +10 Trusty blade +5

Fencer

The fencer handles their sword the way an artist handles a paintbrush. They are not the endless source of resilience that a knight is, but instead the epitome of grace and elegance with a light blade.

Requirements

To qualify to become a fencer, a character must fulfill the following criteria:

Game Rule Information

Hit Points

At each level fencers gain 1d10 hit points + their Constitution modifier.

Mist Points

Fencers gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

FFT-Ramza.jpg

Class Features

All of the following are the features of the fencer prestige class.

Defense Bonus

At first level, you gain a +4 class bonus to your Reflex defense, and a +2 class bonus to your Fortitude defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Fencer Talent Tree
Flashing Blade Talent Tree
Weapon Master Talent Tree

Trusty Blade

Starting at 2nd level, you gain a bonus on damage rolls equal to one-half your class level (rounded down) when wielding a light blade. This damage is in addition to the character's usual level bonus to damage. This damage is doubled on a successful critical hit, as normal.

Base
Level
Attack
Bonus
Class Features
1 +1 Defense bonuses, talent
2 +2 Beast Magic 1/day, beast hunter +1
3 +3 Talent
4 +4 Beast Magic 2/day, beast hunter +2
5 +5 Talent
6 +6 Beast Magic 3/day, beast hunter +3
7 +7 Talent
8 +8 Beast Magic 4/day, beast hunter +4
9 +9 Talent
10 +10 Beast Magic 5/day, beast hunter +5

GunMage

A gunmage is an odd mixture character. They use their skills to manufacture special bullets which are imbued with spell power, that they gain from the beasts that roam the world. They are skilled in the ways and knowledge of beasts and often put themselves into dangerous situations to learn another spell trick from a rare (and dangerous) beast.

Requirements

To qualify to become a gunmage, a character must fulfill the following criteria:

  • Minimum Level: 7th
  • Trained Skills: Knowledge (Beast Lore)
  • Feats: Magic Training - Red, Weapon Proficiency (guns)

Game Rule Information

Hit Points

At each level gunmage gain 1d8 hit points + their Constitution modifier.

Mist Points

Gunmages gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

gunmage.jpg

Class Features

All of the following are the features of the gunmage prestige class.

Defense Bonus

At first level, you gain a +2 class bonus to your Reflex defense, and a +4 class bonus to your Will defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Awareness Talent Tree
Gunmage Talent Tree
Survivor Talent Tree

Beast Magic Training

Whenever you witness a monster using it's natural Beast powers, make a Knowledge (Beast Lore) check against its Will defense. If you succeed, you may add that spell/ability to your suite. You may cast(shoot) as many Beast Magic spells per day as your class level divided by two.

Beast Hunter

Starting at 2nd level, you gain a bonus on damage rolls against beasts equal to one-half your class level (rounded down) when wielding a gun. This damage does not apply when facing humanoid or non beast foes. This damage is in addition to the character's usual level bonus to damage. This damage is doubled on a successful critical hit, as normal.

Base
Level
Attack
Bonus
Class Features
1 +1 Defense bonuses, talent
2 +2 Trusty sidearm +1
3 +3 Talent
4 +4 Trusty sidearm +2
5 +5 Talent
6 +6 Trusty sidearm +3
7 +7 Talent
8 +8 Trusty sidearm +4
9 +9 Talent
10 +10 Trusty sidearm +5

Gunslinger

The wandering gun for higher, the samurai of guns, the lone assassin, and the stoic bodyguard. All can be gunslingers. Those who make their living by the astonishing talents with pistols and firearms of all sorts.

Requirements

To qualify to become a Gunslinger, a character must fulfill the following criteria:

  • Minimum Level: 7th
  • Feats: Point Blank Shot, Precise Shot, Quick Draw, Weapon Proficiency (guns)

Game Rule Information

Hit Points

At each level Gunslinger gain 1d8 hit points + their Constitution modifier.

Mist Points

Gunslinger gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

gunner.jpg

Class Features

All of the following are the features of the Gunslinger prestige class.

Defense Bonus

At first level, you gain a +4 class bonus to your Reflex defense, and a +2 class bonus to your Will defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Awareness Talent Tree
Fortune Talent Tree
Gunslinger Talent Tree

Trusty Sidearm

Starting at 2nd level, you gain a bonus on damage rolls equal to one-half your class level (rounded down) when wielding a gun. This damage is in addition to the character's usual level bonus to damage. This damage is doubled on a successful critical hit, as normal.

Base
Level
Attack
Bonus
Class Features
1 +0 Defense bonuses, talent
2 +1 Spell Potency +1d
3 +2 Talent
4 +3 Spell Potency +2d
5 +3 Talent
6 +4 Spell Potency +3d
7 +5 Talent
8 +6 Spell Potency +4d
9 +6 Talent
10 +7 Spell Potency +5d

High Magus

A High Magus studies the deepest of arcane arts, the most esoteric and dangerous spells that exist, and probes the limits of magic with their skills.

Requirements

To qualify to become a High Magus, a character must fulfill the following criteria:

  • Minimum Level: 7th
  • Trained Skills: Spellcraft
  • Feats: Any 5 of the following: Magic Training - Arcane, Magic Training - Astral, Magic Training - Black, Magic Training - Red, or Magic Training - White.

Game Rule Information

Hit Points

At each level High Magi gain 1d6 hit points + their Constitution modifier.

Mist Points

High magi gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

FFT-Timemage.jpg

Class Features

All of the following are the features of the high magus prestige class.

Defense Bonus

At first level, you gain a +5 class bonus to your Will defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

High Arcana Talent Tree
Recovery Talent Tree
Spell Refinement Talent Tree

Spell Potency

You may increase the dice rolled for damage, healing, or duration for any spell you cast by half your High Magus level (rounded down).

Base
Level
Attack
Bonus
Class Features
1 +1 Defense bonuses, talent
2 +2 Swift spell 1/day
3 +3 Talent
4 +4 Swift spell 2/day
5 +5 Talent
6 +6 Swift spell 3/day
7 +7 Talent
8 +8 Swift spell 4/day
9 +9 Talent
10 +10 Swift spell 5/day

Holy Knight

Holy Knights are knights who fight for a higher power. Known in some circles as Paladins, these warriors strike down the wicked with their strong convictions and the help of a holy force.

Requirements

To qualify to become a holy knight, a character must fulfill the following criteria:

  • Minimum Level: 7th
  • Trained Skills: Spellcraft
  • Feats: Armor Proficiency (heavy), Magic Training - White

Game Rule Information

Hit Points

At each level holy knights gain 1d10 hit points + their Constitution modifier.

Mist Points

Holy nights gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

FFT-Agrias.jpg

Class Features

All of the following are the features of the holy knight prestige class.

Defense Bonus

At first level, you gain a +3 class bonus to your Fortitude defense, and a +3 class bonus to your Will defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Holy Sword Talent Tree
Leadership Talent Tree
Paladin Talent Tree

Swift Spell

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.

Base
Level
Attack
Bonus
Class Features
1 +1 Defense bonuses, delay damage, talent
2 +2 Damage reduction 1
3 +3 Talent
4 +4 Damage reduction 2
5 +5 Talent
6 +6 Damage reduction 3
7 +7 Talent
8 +8 Damage reduction 4
9 +9 Talent
10 +10 Damage reduction 5

Knight

Knights are the noble and proud warriors of the world. With unmatched swordsmanship, they make war and provide the means by which the church, the crown, and the nobles make their will felt.

Requirements

To qualify to become a knight, a character must fulfill the following criteria:

Game Rule Information

Hit Points

At each level knights gain 1d12 hit points + their Constitution modifier.

Mist Points

Knights gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

FFT-Knight.jpg

Class Features

All of the following are the features of the knight prestige class.

Defense Bonus

At first level, you gain a +2 class bonus to your Reflex defense, and a +4 class bonus to your Fortitude defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Armor Specialist Talent Tree
Commando Talent Tree
Weapon Master Talent Tree

Delay Damage

Knights are among the toughest individuals in the world. After being exposed to numerous threats, foes, and combat situations, you've developed the ability to delay the effects that would drop lesser creatures.
Once per encounter as a reaction, you can choose to delay the effect of a single attack, ability, or effect used against you. The damage or effect does not take hold until the end of your next turn.

Damage Reduction

At 2nd level, you gain damage reduction 1 (DR 1), which means that you reduce the damage you take from any attack by 1.
At every even-numbered level after 2nd, your damage reduction improves by 1 (DR 2 at 4th level, DR 3 at 6th level and so on).

Base
Level
Attack
Bonus
Class Features
1 +1 Defense bonuses, talent
2 +2 Fists of Steel +1
3 +3 Talent
4 +4 Fists of Steel +2
5 +5 Talent
6 +6 Fists of Steel +3
7 +7 Talent
8 +8 Fists of Steel +4
9 +9 Talent
10 +10 Fists of Steel +5

Monk

Monks are not monks in the Christian sense; here, we are referring to Oriental monks such as the Shaolin Monks. Masters of martial arts and short weapons, monks channel the inner strength — Chi — to evoke mystical and semi-magical effects.

Requirements

To qualify to become a monk, a character must fulfill the following criteria:

  • Minimum Level: 7th
  • Feats: Martial Arts I and either Pin or Trip

Game Rule Information

Hit Points

At each level Monks gain 1d8 hit points + their Constitution modifier.

Mist Points

Monks gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

FFT-Monk.jpg

Class Features

All of the following are the features of the Monk prestige class.

Defense Bonus

At first level, you gain a +2 class bonus to your Reflex defense, a +2 class bonus to your Fortitude defense, and a +2 class bonus to your Will defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Martial Arts Talent Tree
Monk Talent Tree
Survivor Talent Tree

Fists of Steel

Starting at 2nd level, you gain a bonus on damage rolls equal to one-half your class level (rounded down) when engaged in unarmed combat or when using simple weapons. This damage is in addition to the character's usual level bonus to damage. This damage is doubled on a successful critical hit, as normal.

Base
Level
Attack
Bonus
Class Features
1 +1 Defense bonuses, talent
2 +2 Familiar foe +1
3 +3 Talent
4 +4 Familiar foe +2
5 +5 Talent
6 +6 Familiar foe +3
7 +7 Talent
8 +8 Familiar foe +4
9 +9 Talent
10 +10 Familiar foe +5

Ninja

Ninjas are oriental assassins who strike secretly and quietly, using ranged weapons and immense speed to hit their targets before they even realize anyone is there. Their skill with thrown weapons is legendary and master ninjas can even throw non-throwing weapons.

Requirements

To qualify to become a Ninja, a character must fulfill the following criteria:

  • Minimum Level: 7th
  • Trained Skills: Stealth
  • Feats: At least two talents from the Awareness Talent Tree

Game Rule Information

Hit Points

At each level Ninja gain 1d10 hit points + their Constitution modifier.

Mist Points

Ninja gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

FFT-Ninja.jpg

Class Features

All of the following are the features of the Ninja prestige class.

Defense Bonus

At first level, you gain a +4 class bonus to your Reflex defense, and a +2 class bonus to your Fortitude defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Awareness
Camouflage Talent Tree
Ninja Talent Tree
Thief Talent Tree

Familiar Foe

By observing your enemy in combat you know how to defeat him more easily. If you spend a full-round action observing an opponent in combat, you gain a bonus on attack rolls against that opponent and a bonus to your Reflex defense against attacks made by that opponent equal to one-half your class level (rounded down). The effects last until the end of the encounter. You cannot use this ability until after your opponent has acted during the combat.

Base
Level
Attack
Bonus
Class Features
1 +0 Defense bonuses, starting feats, talent
2 +1 Vehicle dodge +1
3 +2 Talent
4 +3 Vehicle dodge +2
5 +3 Talent
6 +4 Vehicle dodge +3
7 +5 Talent
8 +6 Vehicle dodge +4
9 +6 Talent
10 +7 Vehicle dodge +5

Sky Pirate

Sky pirates are the romantic adventurers of the Final Fantasy world. Owning their own airships, these free spirits roam the skies as they will. From exploring ancient ruins, to raiding legimite shipping, sky pirates encompass the entire range of the romantic swashbuckler. Most take pride in the image they project.

Requirements

To qualify to become a sky pirate, a character must fulfill the following criteria:

  • Minimum Level: 7th
  • Trained Skills: Pilot
  • Feats: Vehicular Combat

Game Rule Information

Hit Points

At each level sky pirates gain 1d8 hit points + their Constitution modifier.

Mist Points

Sky pirates gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

FFT-Skypirate.jpg

Class Features

All of the following are the features of the sky pirate prestige class.

Defense Bonus

At first level, you gain a +4 class bonus to your Reflex defense, and a +2 class bonus to your Fortitude defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Expert Pilot Talent Tree
Gunner Talent Tree
Sky Pirate Talent Tree

Vehicle Dodge

Beginning at 2nd level, you apply a dodge bonus to the Reflex defense of any vehicle you pilot. The dodge bonus is equal to one-half your class level, rounded down. Any condition that makes you lose your dexterity bonus to Reflex dodge also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Base
Level
Attack
Bonus
Class Features
1 +0 Defense bonuses, talent
2 +1 Bonus feat
3 +2 Talent
4 +3 Bonus feat
5 +3 Talent
6 +4 Bonus feat
7 +5 Talent
8 +6 Bonus feat
9 +6 Talent
10 +7 Bonus feat

Summoner

Summoners are spellcasters who have used powerful magics to forge mystical agreements with otherworldly spirits. These agreements keep the spirits on their side of the universe — mostly. These contracts also give the Summoners the right to channel the spirits into the physical world to fight in battle. Far from being a punishment, the spirits revel in their time on Earth and come willingly.

Requirements

To qualify to become a summoner, a character must fulfill the following criteria:

  • Minimum Level: 7th
  • Trained Skills: Spellcraft
  • Feats: Magic Training - Arcane, Magic Training - Astral

Game Rule Information

Hit Points

At each level summoners gain 1d6 hit points + their Constitution modifier.

Mist Points

Summoners gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

FFT-Summoner.jpg

Class Features

All of the following are the features of the summoner prestige class.

Defense Bonus

At first level, you gain a +2 class bonus to your Fortitude defense, and a +4 class bonus to your Will defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Recovery Talent Tree
Spell Refinement Talent Tree
Summoner Talent Tree

Base
Level
Attack
Bonus
Class Features
1 +1 Defense bonuses, talent
2 +2 Command cover, share talent
3 +3 Talent
4 +4 Share talent
5 +5 Talent
6 +6 Share talent
7 +7 Talent
8 +8 Share talent
9 +9 Talent
10 +10 Share talent

Tactician

Even the best trained troops need someone to make decisions and provide directions in the heat of the battle. That's what the Tactician is for. Often of the noble class, they direct the troops with the goal of providing as solid a victory as can be gained, as efficiently as possible. Often former soldiers themselves, with formidable battlefield experience.

Requirements

To qualify to become a tactician, a character must fulfill the following criteria:

  • Minimum Level: 7th
  • Trained Skills: Knowledge (tactics)
  • Talents: At least one talent from the Commando Talent Tree or the Leadership Talent Tree
  • Special: Must belong to an organization with a military or paramilitary division.

Game Rule Information

Hit Points

At each level tacticians gain 1d8 hit points + their Constitution modifier.

Mist Points

Tacticians gain a number of Mist points equal to 6 + one-half their character level (rounded down) every time they gain a new level in this class. Any Mist points left over from previous levels are lost.

FFT-Dycedarg.jpg

Class Features

All of the following are the features of the tactician prestige class.

Defense Bonus

At first level, you gain a +2 class bonus to your Reflex defense, and a +4 class bonus to your Will defense.

Talents

At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish, but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once, unless expressly indicated.

Commando Talent Tree
Leadership Talent Tree
Military Tactics Talent Tree

Command Cover

Starting at 2nd level, you can use your allies to shield you from harm. You gain a +1 cover bonus to your Reflex defense for each ally that is adjacent to you, up to a maximum bonus equal to one-half your class level (maximum +5 at 10th level).

Share Talent

At every even-numbered level, choose a talent that you already possess. The talent you select must be under the Influence Talent Tree, the Inspiration Talent Tree, the Commando Talent Tree, or the Military Tactics Talent Tree. Once per day as a standard action, you can impart the benefits of the chosen talent to one or more allies, effectively granting them the talent (even if they don't meet the prerequisites). An ally must be within 10 squares of you and must be able to see and hear you to gain the talent; once gained, its benefits last until the end of the encounter.
You can share the talent with a number of allies equal to one-half your tactician class level (rounded down).
Each time you gain this ability, it applies to a different talent. By 10th level, a tactician has five different talents that he can share with up to five allies at a time.
Once you select a shared talent, it cannot be changed.

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