Prestige Edges build on other Edges, classes, and skills to provide unique talents possessed by a rare few.
A character may only choose a new core Prestige Edge once per Rank (instead of a core Class Edge), and once every four Advances at Legendary Rank. Advanced Edges (the level II and III Edges listed below) are not subject to this restriction.
Requirements: Seasoned, Arcane Background (Any) or Mystic Powers (Any), Shooting d8+
An arcane archer uses magical energies to amplify his arrows or bolts. He may automatically grant one "quality" into any arrow he fires (designated per shot).
The first two qualities an archer learns are:
Enhance: The archer's arrow adds +1 to Shooting and damage.
Trapping: The arrow has an environmental Trapping such as fire, cold, darkness, etc.
Requirements: Veteran, Arcane Archer
The archer gains two new qualities:
Phase Arrow: Once per encounter, the archer may fire an arrow directly through any nonmagical barriers, ignoring penalties for Cover or Concealment.
Hail of Arrows: Once per encounter, the archer may enchant an arrow so it splits into many when fired, raining down in a Large Blast Template. Everyone inside the template is subject to the attack roll—roll damage separately.
Requirements: Heroic, Arcane Archer II
The archer gains two new qualities:
Imbue: Once per turn, the archer can imbue any of his existing area effect powers into an arrow, "casting" the spell with Shooting and using his bow's Range in place of the power's Range. The spell's area of effect is centered where the arrow lands, even if it must normally be centered on the caster. If the arrow misses, the spell fails. Imbued spells can't be Shorted or use the Range modifier.
Death Arrow: Once per day, the archer can fire a fearsome arrow thrumming with deadly energy. A target Shaken or Wounded by the arrow must make a Vigor roll or die! Death arrows have no effect on Constructs or Undead.
Requirements: Seasoned, Arcane Background (Any) or Mystic Powers (Any), Sneak Attack ability, Thievery d8+
These prodigious thieves blend subtle aspects of the arcane with the cunning of sleight of hand and misdirection.
Ranged Legerdemain: The trickster can use his Thievery at a Range of 5” (10 yards) or less at a -2 penalty. Any object manipulated at range must weigh less than five pounds.
Impromptu Attack: Once per encounter, the trickster may use her Sneak Attack ability even if a foe isn’t Vulnerable or subject to the Drop.
Requirements: Seasoned, Arcane Trickster
Invisible Thief: Once per day, as a free action, the character may cast invisibility for a base cost of 1 Power Point. No arcane skill roll is required, and it's cast as if with a raise. The trickster may use other Power Modifiers or maintain the spell with her own Power Points as usual.
This Edge doesn't grant the trickster the invisibility spell; she must have it on her own.
Requirements: Veteran, Arcane Trickster II
Surprise Spells: The trickster’s attack spells benefit from her Sneak Attack ability.
Requirements: Seasoned, Sneak Attack ability
Those with this Edge are adept at infiltration and cold, efficient murder. They consider themselves artisans, and their medium is death.
Death Attack: If the assassin strikes a living victim with The Drop and causes at least one Wound (after any Soaking), the foe must make a Vigor roll or die.
If the assassin Incapacitates or slays a victim he had The Drop on, the victim drops quietly and without a sound. It may even be a few moments before those nearby notice the situation, depending on the circumstances.
Requirements: Veteran, Assassin
Hide in Plain Sight: The assassin may magically hide in plain sight. Treat this as invisibility (-4), as long as the assassin doesn’t move or make noise.
Resistance to Poison: The assassin adds +4 to rolls made to resist poison.
Requirements: Heroic, Assassin II
Angel of Death: The slayer gains the mystical ability to charge her attack with lethal death energy. If she chooses to do so, a victim slain by her hand crumbles to dust and cannot be resurrected. She may do this no more than once per day.
Swift Death: Once per day, as a free action, an assassin gains The Drop over a foe of her choice, even if the target is completely aware of her presence.
Requirements: Seasoned, Cavalier or Paladin, Command, Intimidation d4+, Persuasion d6+
In every army there are leaders who surpass the average cold-hearted mercenary, battle-scarred veteran, or wizened drill instructor. Battle heralds are skilled warriors who have honed the art of leadership to a keen edge.
Inspiring Command: The leader uses her keen tactical acumen and decisive judgment to lead others to victory. Once per encounter as a limited free action, she may provide allies within her Command Range one of the following abilities for five rounds:
Toughness: Allies gain +2 Toughness.
Reveille: Allies ignore 1 point of Fatigue or Wound penalty.
Sound the Charge: Allies deal +2 damage on Fighting attacks.
Requirements: Veteran, Battle Herald
Voice of Authority: As a limited action, the herald may grant all allies in her Command Range one of her Combat Edges for five rounds. Allies do not need to meet the Edge's Requirements.
Requirements: Heroic, Battle Herald II
Last Stand: Once per encounter, as an action, the battle herald can inspire her allies in her Command Range to continue fighting even when all hope is lost.
All allies can immediately make a natural healing roll ignoring 1 point of Wound penalties.
Requirements: Seasoned, Arcane Background (any) or Mystic Powers (Any), Occult d6+
Spellcasters who embrace their draconic heritage and learn to channel their abilities become fearsome warriors. They possess not only the repertoire of an accomplished sorcerer, but also the ability to unleash the furious power of dragons upon their foes.
Breath Attack: Once per encounter, as a limited action the dragon disciple may make a breath attack in a Cone Template. The attack causes 3d6 damage and may be Evaded.
The attack has one of the following effects, based on the type of dragon the character descends from: fire (victims may catch fire), acid (Lingering Damage,), electricity (+2 damage to those in metal armor), or cold (victim is Hindered until the end of his next turn).
Requirements: Veteran, Dragon Disciple
Wings: The dragon disciple’s body becomes more scaly, his eyes more feral, and he may even grow small horns. Eventually, scaly wings sprout from his back, granting him Flight (Pace 8).
Requirements: Heroic, Dragon Disciple II
The disciple’s transformation is now complete—this permanently changes her Type to Dragon.
Dragon Form: Twice per day as a limited action, the dragon disciple may take the form of a dragon of her bloodline. This makes her Size 3, Strength d12, and Vigor d10. She has Armor 4, and her bite/claw attack is Str+d8, AP 2. Her wings grow to accommodate her form.
If she doesn't already have it, her dragon form also grants her environmental resistance common to her draconic heritage (electricity for blue, fire for red, etc.)
Her clothing, gear, and magic items meld into her form and provide no benefits. She can remain in this form for up to five minutes, and extend the Duration another five minutes by taking a level of Fatigue.
She may still speak and cast spells in dragon form.
Requirements: Seasoned, Agility d8+, Fighting d8+
Duelists represent the pinnacle of elegant swordplay, parrying blows and countering their opponent’s actions with expert ripostes.
Surgical Strike: A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
Parry: If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 while using the Defend maneuver.
Requirements: Seasoned, Duelist
Crippling Strike: A foe Shaken or Wounded by the duelist reduces his Pace by 2 until healed. No foe can be subject to more than one crippling strike, and can’t be reduced below a Pace of 1.
Requirements: Veteran, Duelist II
Deflect Arrows: The duelist can now deflect arrows, bolts, and thrown weapons. Enemies subtract 2 from Athletics (throwing) or Shooting rolls to hit him. This stacks with Dodge and similar abilities, and is ignored if the duelist is Surprised, Bound, unaware of the attack, or can’t generally parry the projectiles.
Requirements: Seasoned, Arcane Background (any) or Mystic Powers (Any), Fighting d8+
Elite warriors who train in both the martial and arcane arts learn how to take extra advantage of their prowess in both. These versatile heroes, the eldritch knights, are usually characters who studied both the martial and arcane arts
Eldritch Recharge: Anytime the knight gets a raise on a damaging attack roll (Athletics (throwing), Fighting, Shooting, or arcane skill), he regains a Power Point.
Requirements: Veteran, Eldritch Knight
Eldritch Strike: The knight can spend 2 Power Points after making an attack roll to increase its total by +2.
Requirements: Heroic, Eldritch Knight II
Eldritch Strike (Imp): The knight can spend 2 Power Points after making a successful attack roll to increase that attack's damage by +2.
Requirements: Seasoned, Occult d6+, Performance, d6+, Arcane Background (Any) or Mystic Powers (Any)
The harrower uses her fortune-telling ability to see the future, applying that insight to influence the course of battle.
Once per encounter, as a free action, a harrower gains a benefit based on her Action Card’s suit. The benefit is listed below and has a Duration of five rounds.
Spades: Choose an enemy in line of sight. The harrower gains a +2 bonus to attacks against the target.
Hearts: The harrower gains +2 on Support rolls.
Diamonds: The harrower gains +2 Parry.
Clubs: The harrower gains a free reroll on Soak rolls.
Requirements: Veteran, Harrower
The harrower can summon a shimmering, translucent harrow deck made of force that she can manipulate and attack with.
As an action, a harrower can make a ranged attack using Athletics (throwing) to fling a force card (Range 4/8/16, Damage 2d6, AP 1).
Once per encounter, as a limited free action, a harrower can modify her force card attacks based on her Action Card’s suit. The benefit is listed below and has a Duration of five rounds.
Spades: If the attack hits, place a Small Blast Template over the target. Everyone in the template suffers 2d6 damage.
Hearts: Ignore 2 points of penalty on the first attack with a force card.
Diamonds: The force card now has AP 4.
Clubs: The force card's damage roll can be rerolled once for free.
Requirements: Heroic, Harrower
The most powerful harrowers are able to manipulate the cosmos and adjust the outcome of events in their favor.
Before cards are dealt in the first round of an encounter, the harrower may look at the top five cards of the deck and discard any number of those cards before putting the rest back in any order. The harrower decides in what order Action cards should be dealt for this round.
Requirements: Seasoned, Intimidation d8+, Notice d6+, Occult, d8+, must slay a devil
Upon joining the Hellknights, the initiate is granted a special suit of armor known as Hellknight armor. The recruit has use of the armor for as long as he’s part of the order. The infernal suit protects the Hellknight so he can focus on dispensing swift justice.
While wearing Hellknight armor, the character gains the following benefits.
Fearsomeness: +2 to Intimidation rolls.
Infernal Sight: This character ignores all Illumination penalties.
Vigilance: -4 damage from acid, cold, fire.
Requirements: Veteran, Hellknight
A Hellknight knows he must use every tool at his disposal when dealing with the corrupt. Not only do they employ the tactics of the fearsome creatures of Hell, some recruit hellish monsters to accompany them, lending an even more terrifying aspect to their intimidating appearance.
The Hellknight gains the aid of a faithful hellhound (see the Pathfinder for Savage Worlds Bestiary) that is Very Resilient to aid him in his quest for justice. If this companion is slain, the Hellknight may summon another hellhound for free on his next Advance.
Requirements: Heroic, Hellknight II
Once a Hellknight is in pursuit of a criminal, justice is inevitable. Hellknights augment their weapons and armor with terrifying powers.
As a limited action the Hellknight can grant any weapon he wields the Elemental (fire), Vicious, or Brutal enchantment. This doesn’t stack with enchantments of the same name already on the weapon. The Hellknight can maintain any one of these enchantments for any desired length of time, as long as he is within 100 feet of the weapon. The Hellknight can change the granted enchantment as a limited action.
In addition, the Hellknight gains the following benefit while wearing his armor.
Immunity: Fire.
Requirements: Seasoned, Channel Energy ability (such as in the Cleric Class Edge), Occult d6+
Within many faiths are orders of militants who put their lives and immortal souls on the line for their beliefs. With sufficient training, they may become paragons of battle and living conduits of divine power, willing to sacrifice their bodies if it brings glory to their deity or judgment upon enemies of their faith.
Stigmata: A vindicator is marked by scarified wounds appropriate to his deity. He may cause the wounds to bleed for five rounds as a limited free action.
While the stigmata bleed, the vindicator adds +2 to all healing rolls (mundane and magical). Once the stigmata end, the holy vindicator suffers a level of Fatigue.
Requirements: Seasoned, Holy Vindicator
Bloodfire: The vindicator's stigmata allow him to add his Spirit die to Fighting damage rolls while bleeding. Additionally, he may now use his Spirit when checking for a weapon's Min Str, allowing him to wield greater burdens in the service of his religion even while his stigmata are not active.
Requirements: Veteran, Holy Vindicator II
Bloodrain: The vindicator surges with sacred energy while bleeding. Doing so activates a minor damage field in a Medium Blast Template centered on the hero with the Selective Power Modifier. Any enemies in the template lose the Hardy Special Ability.
Requirements: Seasoned, Survival d6+
Horizon walkers are masters of travel, always seeking to find safe paths through inhospitable terrain. They are comfortable in places others speak of only in hushed whispers, and can venture forth onto untrod paths to guide the less-traveled through such hazardous lands.
A horizon walker gains the Favored Terrain ability (see the Ranger Class Edge). Additionally, the character can select the new terrains from those listed under Terrain Dominance.
Terrain Mastery: When within a horizon walker's Favored Terrain, he may, as a limited free action, grant all allies who can see and hear him and are within 5" (10 yards) a free reroll on their next Athletics, Notice, Stealth, or Survival check.
Requirements: Veteran, Horizon Walker
A horizon walker learns total dominance over the terrain he has already selected for Favored Terrain. Terrain dominance grants additional abilities for each of the character's Favored Terrains, detailed below.
Terrain Dominance: The horizon walker gains the following benefits depending on his Favored Terrain (whether he's in that terrain type or not).
Arctic: Environmental Resistance (cold).
Astral Plane: Increases flying Pace by +6 (but doesn't grant flight).
Desert: Ignore 1 point of Fatigue penalties.
Ethereal Plane: Ignore the Illumination penalty from fog and mist.
Forest: Free reroll on failed Stealth checks.
Jungle: The horizon walker is not Distracted while Bound.
Mountain: The horizon walker gains the Wall Walker Special Ability.
Plains: This character treats his Strength as one die type higher when determining Encumbrance and Minimum Strength to use armor, weapons, and equipment.
Plane of Air: +1 on attack rolls against flying creatures.
Plane of Earth: +2 Armor.
Plane of Fire: Environmental Resistance (fire).
Plane, aligned: If the horizon walker selects a plane with an alignment trait, he can choose to detect that alignment at a Range of Smarts as a free action.
Rivers/Seas/Plane of Water: The character gains Aquatic at his normal walking Pace. If already Aquatic, Pace increases by +6 while swimming.
Swamp: Free reroll on failed Notice rolls.
Underground: The character gains Darkvision, or Night Vision if he already has Darkvision.
Urban: Free reroll on failed Persuasion rolls.
Requirements: Seasoned, Smarts d8+, Academics or Common Knowledge or Occult d8+
A gatherer of secrets and arcane lore, this character values the acquisition of intellectual insights above all else. Often obsessed by the written word, the loremaster knows better than any that knowledge is power.
Lore: She gets a free reroll when making Academics, Common Knowledge, Occult, or Science rolls.
Requirements: Veteran, Loremaster
The loremaster gains special insight into those she’s traveled and adventured with.
Secret: With the Game Master’s consent, she may take one ability from any core Class Edge she doesn’t already have. She might take the druid’s Wilderness Stride ability, for example, the rogue’s Sneak Attack, or a cleric’s ability to Channel Energy.
This doesn’t confer any other Traits, Edges, or rules required to use the ability.
Requirements: Heroic, Loremaster II
Greater Lore: The loremaster learns two new powers from any of those available in the campaign. This may not be useful if a power depends on mechanics the loremaster can’t make use of, but she can still learn the spell if she likes.
Requirements: Seasoned, Mutagens ability
Mutagenic Form: A master chymist’s mutagenic form is a dramatically different alter ego caused by the mutagenic potions she has consumed over the course of her career. The form shares memories and basic goals with the chymist’s normal personality but goes about meeting those goals in a different manner.
The mutagenic form is often ugly and monstrous and may even appear to be a different species or gender than her normal form. Indeed, the mutagenic form often has his or her own name, and may attempt to maintain independent relationships and strongholds (though the alter ego’s limited time in existence often makes this difficult).
Mutate: Once per encounter as a free action, the master chymist may take on a mutagenic form, gaining the effects of one of her mutagens (without expending Power Points). She has only one mutagenic form, no matter which mutagen effect she gains. Using a mutagen also forces the chymist into this form. Taking a mutagen or using the Mutate ability again while in her mutagenic form works normally (with the new modifiers, penalties, and Duration overriding the previous one). The chymist remains in her mutagenic form until its Duration expires or she takes another Mutagen or uses her Mutate ability again.
Night Vision: The chymist gains Night Vision in her mutagenic form.
Requirements: Veteran, Master Chymist
Brutality: A master chymist’s taste for violence leads her to strike more powerful blows with weapons easily mastered by her bestial mind. In her mutagenic form, the chymist's Fighting attacks deal +2 damage.
Requirements: Heroic, Master Chymist II
Advanced Mutagen: The mutagenic form of the master chymist continues to evolve and develop. She selects an advanced mutagen that changes how her form works or can only be accessed in her mutagenic form.
Furious Mutagen: The damage dice for the feral mutagen’s bite and claw attacks increase by one die type and gain AP 2. The character must have the feral mutagen Discovery to select this ability.
Growth Mutagen: The chymist's mutagenic form is Size +1 and increases Strength one die type.
Restoring Change: When the chymist assumes a mutagenic form or returns to her normal form, she may make a natural healing roll.
Requirements: Seasoned, Notice d6+, Performance d6+, Persuasion d8+
Unparalleled practitioners of deception, master spies rely on deceit and trickery over brawn and spells. A master spy is an expert at both magical and nonmagical means of evading detection, and quick-witted when it comes to improvisation.
Master of Disguise: A master spy can create a disguise in less than a minute if she has access to a disguise kit or some basic supplies. She reduces any penalties that might come from assuming the persona of a person of different gender, ancestry, age, or size by 2. Additionally, she can cast minor conceal arcana on herself or her equipment as a limited free action. This costs no Power Points and lapses only when she decides to drop it or is sleeping or unconscious.
Requirements: Seasoned, Master Spy
Superficial Knowledge: A master spy gives the appearance of knowing more than she actually does. She can ignore up to 2 points of penalties when making Smarts-based skill checks pertaining to her cover or assumed identity.
Requirements: Veteran, Master Spy II
Assumption: As a limited action, the spy can touch a creature and copy its aura. A spy using this ability cannot have her mind read and any powers used to identify or find her, fail. A power used to search for her assumed identity finds two different targets. For example, someone using locate to find her would fail — they would need to locate the subject of the aura she assumed and even then, he would detect two targets. The assumption of an identity lasts until the master spy ends it (an action) or she uses the ability on another creature.
This ability is not proof against the actions of deities or similarly powerful beings (GM's call).
Requirements: Seasoned, two Arcane Backgrounds with two different arcane skills
Mystic theurges place no boundaries on their magical abilities, whether they stem from the arcane or divine.
Combined Spells: A theurge can cast two spells as a limited action. The theurge must use two different arcane skills, declare the spells and all Power Modifiers as usual, then roll a die for each (the Wild Die can replace either). If the arcane skills have the same die type use differently colored dice so you know which is which.
The cost of both spells must be paid separately, and effects from Critical Failure apply normally but don’t stack.
Requirements: Veteran, Mystic Theurge
Spell Synergy: When the theurge uses her Combined Spells ability she reduces the cost of each spell by 1 Power Point (to a minimum of 1).
Requirements: Heroic, Mystic Theurge II
Spell Synthesis: The character's Class Edge abilities can now be applied to all spells provided by any of her classes.
Requirements: Seasoned, Beast Master, Faith d6+ or Mystic Powers (Paladin or Ranger), Survival d4+
Nature wardens are guardians of the wild places of the world, highly skilled in negotiating their way among the nonhuman inhabitants of the wild. They befriend and train a beast as a companion, but nature wardens are much more than tamers of wild things. They are experts at navigating the harsh brutality of nature’s fury and making do with whatever tools and weapons present themselves.
Survivalist: The nature warden chooses a terrain type (as with the Favored Terrain ability). While in this terrain, the warden has +1 Parry, gets a free reroll on Survival and Notice checks in this terrain, and ignores Difficult Ground and hazards caused by natural elements. She can select an additional terrain every time she takes a Nature Warden Edge.
Requirements: Veteran, Nature Warden
Iron Paw: The warden forms a spiritual bond with one of her companions. If she chooses, any power that targets her also targets her bonded companion with the exact same effects. Additionally, her companion deals +2 damage on attacks with its natural weapons.
Requirements: Heroic, Nature Warden II
Companion Soul: The nature warden’s bond with her animal companion is so strong it transcends distance and even death. The companion gets a free reroll on Spirit checks. Additionally, once per day as an action, the warden can scry on her companion, either looking at the area around it or through its eyes. This effect lasts for up to an hour.
Finally, if her companion dies, the warden can revive it with an eight-hour ritual that has the same effect as minor resurrection.
Requirements: Seasoned, Common Knowledge or Occult d8+, Survival d6+
Brave explorers and seekers of lost or forgotten knowledge, these heroes are quintessential adventurers. They travel the world searching for esoteric truths, magical and mundane relics, and unexplored vistas.
Pathfinding: The pathfinder increases the party’s speed by 10% when navigating to known or mapped locations. See Travel.
She also knows which paths are safest and where to exercise additional caution. If the Game Master is drawing for encounters and gets the Enemies result, the chronicler may make a Smarts roll at -2 to discard that card and replace it with the next card in the deck.
Requirements: Seasoned, Pathfinder Chronicler
Epic Tales: The chronicler recites a moving and evocative tale. Once per session, while the party is resting, every Wild Card ally who hears the tale gains a Benny.
Requirements: Veteran, Pathfinder Chronicler II
Call Down the Legends: Once per game week, the chronicler can magically summon five “shades” of great Golarion heroes who have gone before. The shades assume mortal form, have the profiles below, and last for one hour.
The shades appear as silent, somewhat formless heroes of Golarion — elves, dwarves, humans, and others. They cannot be mistaken for living beings except in the most obscured conditions. They appear from darkness and vanish into it when their time on the mortal plane expires. They are physical while here, and have only a fraction of their true self’s abilities.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d4, Stealth d6
Pace: 6; Parry: 6; Toughness: 8 (2)
Hindrances: —; Edges: —
Gear: Leather armor (+2), longsword (Str+d8).
Special Abilities:
Construct: +2 to recover from being Shaken; don’t breathe; immune to poison and disease.
Fearless: Shades are immune to Fear and Intimidation.
Requirements: Seasoned, Arcane Background (Miracles or Oracle), Rage ability (such as found in the Barbarian Class Edge), Occult d4+
Throughout the wilderness, there are those warriors whose powers are infused by the spirits, who see and hear into the world beyond and draw unthinkable reserves of power from it.
Rage Caster: The character can cast spells while Raging. Additionally, while raging, the spellcaster is harder to resist. She adds +2 to opposed spell rolls.
Requirements: Veteran, Rage Prophet
Raging Spellstrength: While raging, the character may cast spells that only target himself as a limited free action. He could cast deflection on himself, for example, but could not cast it (or other powers) on others with the Additional Recipients Power Modifier.
Requirements: Heroic, Rage Prophet II
Spirit Warrior: While raging, the hero adds +2 to Trait rolls against Fey, Outsider, Undead, or incorporeal creatures (they still need the ability to hit incorporeal creatures).
Requirements: Seasoned, Intimidation d6+, Notice, d6+, Stealth, d8+, Trademark Weapon (sawtooth saber), Two-Weapon Fighting
Assassins of the red mantis kill with the "prayer attack," a signature move among their secret society. To initiate a prayer attack, she holds her sawtooth sabre (or sabres) out, point down, and weaves the blade in the air. She must be within 5” (30 feet) of and visible to her victim.
Once per encounter as a limited action, the assassin Tests her target with Fighting, opposed by Spirit. If successful, her target is Stunned (or Paralyzed with a raise), as he is enthralled by the Red Mantis assassin's movements. Note that Stunned creatures are not considered helpless, and so cannot be dispatched with a Finishing Move.
Requirements: Veteran, Red Mantis
As a gift from their mantis god, Red Mantis assassins are able to generate a mysterious red shroud around their bodies. This effect allows them to survive longer in combat while ensuring that if slain, they cannot be identified or used to betray the secrets of their organization.
A Red Mantis assassin gains the ability to shroud herself in a veil of red mist once per encounter as a limited free action. The shroud remains even in high winds, and has a Duration of five rounds. While protected, she may make a free Soak roll whenever she’s Wounded.
If she’s slain while this ability is active, she can choose whether to remain corporeal or to disintegrate into a cloud of red mist that leaves behind only her gear in order to deprive her enemies of access to her remains.
Requirements: Heroic, Red Mantis II
Not even the walls of a fortress can stop the Red Mantis who has mastered her craft. Able to bypass her target’s defenses, the Red Mantis assassin is death made manifest.
Mystic Powers (Red Mantis): As a limited free action, the red mantis can invoke one of the following powers: disguise, intangibility, mind wipe, and teleport. All except mind wipe are self only, but the Red Mantis gains no benefit from the Limitation.
The red mantis has 10 Power Points that recharge normally. She automatically activates the power with success for its regular cost, or with a raise for 2 additional Power Points. She may use applicable Power Modifiers if desired. See Chapter 5 in Pathfinder for Savage Worlds for more information on specific spells.
Mystic Powers doesn’t grant access to Edges that require an Arcane Background. If the Red Mantis also has an Arcane Background, none of its Edges or abilities can be used with Mystic Powers (and vice-versa).
Requirements: Seasoned, Performance d6+ Stealth d8+, Thievery d6+
Some characters prefer the shadows, embracing the advantages of darkness to become artists of deception and surprise.
Greater Darkvision: A strong connection to the Shadows Plane allows the hero to see perfectly even in Pitch Darkness up to 20" (40 yards), and ignore all Illumination penalties resulting from it. This includes seeing through effects that typically stop Darkvision.
Requirements: Seasoned, Shadowdancer
Shadow Cloak: Darkness envelops and protects its champion. She gets one free Soak attempt at -2 whenever she's Wounded in Dim or Dark Illumination. This does not count as spending a Benny.
Requirements: Veteran, Shadowdancer II
Mystic Powers (Shadow Force): As a limited free action the shadowdancer can cast one of the following spells: blast, illusion, summon ally, or teleport (self only). All of these have a shadow Trapping.
The shadowdancer has 10 Power Points that recharge normally. She automatically activates the power with success for its regular cost, or with a raise for an additional 2 Power Points. She may use applicable Power Modifiers if desired (at the usual cost).
Blast still requires line of sight, but otherwise automatically hits as long as any part of the target is visible and in Range.
Mystic Powers doesn’t grant access to Edges requiring an Arcane Background. If the shadowdancer also has an Arcane Background, none of its Edges and abilities can be used with Mystic Powers (and vice-versa).
Requirements: Seasoned, Nerves of Steel, may not have an Armor Restriction or Armor Interference
Drawn from the ranks of guards, knights, mercenaries, and thugs alike, stalwart defenders are masters of claiming and holding an area. This behavior is more than a tactical decision for stalwart defenders; it’s an obsessive, stubborn expression of the need to be undefeated. When such individuals set themselves in a defensive stance, they place their whole effort into weathering whatever foe, conflict, or threat comes their way.
Defensive Stance: Once per encounter, as a limited free action, a stalwart defender can enter a defensive stance, a position of readiness and trance-like determination for five rounds.
While doing so, the stalwart defender gains +1 Parry and increases his Strength and Vigor one die type but reduces his Pace by 2 and cannot run. He cannot willingly move faster through any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry him). If the stalwart defender moves faster than his reduced Pace, his stance ends. The stalwart defender can end his defensive stance as a free action.
If the champion enters a defensive stance while on a moving vehicle he does not control (such as a wagon or ship), he can maintain the stance even if the vehicle moves.
Ending the stance causes a level of Fatigue.
A defensive stance requires a level of emotional calm, and may not be used by a character in a Rage (such as from the Barbarian Class Edge).
Requirements: Veteran, Stalwart Defender
Last Word: Once per day, while in a defensive stance, if an attack Incapacitates the stalwart defender, he may make one melee attack (ignoring Wound penalties) against an opponent within Reach. He treats this attack as if he had been dealt a Joker. Once the attack is resolved, he is Incapacitated as usual.
Requirements: Heroic, Stalwart Defender II
Bulwark: The stalwart defender becomes a master at reducing the capabilities of his aggressors while in his defensive stance.
While in a defensive stance, Trait rolls targeting him get no benefit from a raise other than the additional damage. For example, an enemy who Taunts the defender and gets a raise still causes him to become Distracted or Vulnerable, but does not cause him to be Shaken.