TEXT: Advanced
  Prestige Classes
  Volume I
  #118
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed 
  Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in which an existing work 
  may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game 
  mechanic and includes the methods, procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or 
  effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the Open Game 
  License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” 
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the 
  Open Game Content may only be Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to or subtracted from this License 
  except as described by the License itself. No other terms or conditions may be applied to any Open 
  Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms 
  of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You 
  a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License 
  to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name 
  to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as 
  to compatibility, except as expressly licensed in another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of such Trademark 
  or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the 
  work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. 
  You may use any authorized version of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name 
  of any Contributor unless You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and 
  fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0a ©2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Roleplaying Game Core Rulebook. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. ©2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Anger of Angels. ©2003, Sean K Reynolds.
  Book of Fiends. ©2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
  Pramas, Robert J. Schwalb.
  Monte Cook’s Arcana Unearthed. ©2003, Monte J. Cook.
  Path of the Magi. ©2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. 
  Jason Peck, Jeff Quick, and Sean K Reynolds.
  Shadow Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Neville White.
  Skreyn’s Register: The Bonds of Magic. ©2002, Sean K Reynolds.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  The Book of Hallowed Might. ©2002, Monte J. Cook.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Angel, Monadic Deva from the Tome of Horrors, Revised. ©2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised. ©2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Brownie from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. ©2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary 
  Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised. ©2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised. ©2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised. ©2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Froghemoth from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Ice Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Iron Cobra from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Philip Masters.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Mihstu from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Nabasu Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Simon Tillbrook.
  Sandman from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Roger Musson.
  Wood Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Authors: Scott 
  Greene and Patrick Lawinger.
  Player Paraphernalia #118 Advanced Prestige Classes, Volume I © 2017, The Knotty-
  Works; Author: John Buckley, Artists: John Buckley, Christopher M. Eisert.
  Always Free Royalty Free Images, Image 7 Dwarf Battle Cry © 2017, Powercell Games; 
  Artist: Christopher M. Eisert.
  Always Free Royalty Free Images, Image 18 Knight of Honor © 2017, Powercell Games; 
  Artist: Christopher M. Eisert.
  d20pfsrd.com. © 2010, John Reyst.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.
  com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and 
  does not endorse this product.
  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo 
  Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks 
  of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/ 
  pathfinderRPG/compatibility for more information on the compatibility license. Some rights reserved.
  Some artwork copyright Christopher M. Eisert, used with permission.
  
  1
  Player Paraphernalia #118
  By The Knotty-Works
  Welcome to issue one hundred and eighteen of  
  the Player Paraphernalia series, short supplements 
  designed to offer players new options for use 
  with the Pathfinder RolePlaying Game (©Paizo, 
  Inc.).   While Prestige classes have gained dust 
  over the years, there may be times where a 
  character may benefit of  learning additional skills 
  from a specialized class while meeting certain 
  requirements.
  Player Paraphernalia issues #41 through #44 
  presented prestige class versions of  the eleven 
  core classes found in the Pathfinder RolePlaying 
  Game Core Rule BookTM.  This issue introduces 
  four new prestige classes, covering the alchemist 
  and cavalier base classes found in the Advanced 
  Player’s GuideTM.
  The Mad BoMBer
  While science and magic generally do 
  not seem to offer a cohesive means of 
  coalescing into a single aspect.  However, 
  the mad bomber has developed the means 
  of harnessing his own magical energies 
  to infuse chemical concoctions he then 
  throws at others for explosive results.  
  The mad bomber focuses on using his skills 
  to create powerful weapons of personal 
  destruction of personnel.  Over time, he 
  learns methods of altering his bombs to 
  more specialized effects as well as methods 
  of creating multiple bombs at a time.
  Role
  Mad bombers prefer to keep their distance 
  from any type of confrontation, relying on 
  their magical and technical skills to deal 
  with issues from afar.
  Alignment
  Mad bombers may be of any alignment.
  Hit Die
  d8.
  Requirements
  Ability Scores
  Dex 12, Int 13
  Skills
  Craft (alchemy) 5 ranks)
  Feats
  Throw Anything.
  Class Abilities
  Cast 1st level arcane spells.
  Class Skills
  The mad bomber is skilled in Craft (any), 
  Knowledge 
  (arcana), 
  Perception, 
  Profession, Sleight of Hand, Spellcraft, 
  Survival, and Use Magic Device.
  Skill Ranks per Level
  4 + Int modifier.
  
  2
  Class Abilities
  The mad bomber gains the following class 
  abilities as it progresses in level.
  Weapon and Armor Proficiencies
  The mad bomber gains no additional 
  weapon or armor proficiencies.
  Alchemy (Su)
  At 1st level, the mad bomber becomes very 
  proficient when identifying and creating 
  alchemical substances.  The mad bomber 
  adds his class level to any Craft (alchemy) 
  skill checks to identify or manufacture 
  alchemical items.  He also may identify 
  potions as if using Detect Magic after he 
  analyzes the potion or oil for 1 round.
  If the mad bomber has levels in another class 
  that grants bonuses to his Craft (alchemy) 
  skill based on level, his class levels stack in 
  regards to the total bonus granted to the 
  Craft (Alchemy) skill bonus.
  Bombs (Su)
  At 1st level, the mad bomber learns the 
  secret of mixing the right substances 
  together with a bit of their own magical 
  reserve to generate explosive results.  The 
  mad bomber may create a number of 
  bombs per day equal to his class level + his 
  Intelligence modifier.  
  The mad bomber may create and throw 
  a bomb as a standard action that does 
  provoke attacks of opportunity.  The bomb 
  has a range increment of 20 ft. and requires 
  a ranged touch attack and uses the Throw 
  Splash Weapon special attack.  The 
  bomb causes 1d6 points of fire 
  damage + the mad bomber’s Intelligence 
  modifier.    The damage from the bomb 
  increases by 1d6 at 2nd level, 4th level and 
  5th level.  Anyone within 5 ft. of the attack 
  must make a Reflex save (DC 10 + the 
  mad bomber’s class level + his Intelligence 
  modifier) or suffer the minimum damage 
  caused by the mad bomber’s bomb.
  The mad bomber’s bombs are considered 
  weapons, and feats that can be used in 
  conjunction with weapons may be applied, 
  such as Point Blank Shot and Weapon 
  Focus.  Bombs that are not used by the end 
  of the mad bomber’s turn immediately 
  become inert and cannot be used.  If the 
  bomb is handed to another individual, the 
  bomb immediately explodes and causes 
  damage to both the mad bomber and 
  the recipient of the bomb (the Reflex save 
  applies).
  If the mad bomber has another class that 
  grants the ability to create and use bombs, 
  the damage dice do stack, though the 
  mad bomber’s effective class level is 
  treated as one less (minimum of 0 which 
  grants no additional damage).
  Additional Spells Per Day
  At 1st, 3rd, and 5th level, the mad bomber 
  gains new spells per day for one class in 
  which he has the ability to cast arcane 
  spells.  He gains no additional benefits that 
  the spell casting class grants, including 
  learning any additional spells or spells 
  known.
  Discoveries
  Beginning at 2nd level, the mad bomber 
  learns a discovery related to the 
  Mad Bomber Progression Table
  Level
  Base 
  Attack
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Spell Per Day
  1
  +0
  +1
  +1
  +0
  Alchemy, Bombs 1d6
  +1 level spellcasting class
  2
  +1
  +1
  +1
  +1
  Bombs 2d6, Discovery
  3
  +2
  +2
  +2
  +1
  Discovery, Quick Bombs
  +1 level spellcasting class
  4
  +3
  +2
  +2
  +1
  Bombs 3d6, Discovery
  5
  +3
  +3
  +3
  +2
  Bombs 4d6, Discovery
  +1 level spellcasting class
  
  3
  construction and usage of alchemical 
  bombs.  The mad bomber must meet any 
  prerequisites for the discovery, and the 
  mad bomber may not choose the same 
  discovery twice unless the description 
  grants that option.  Treat the mad bomber’s 
  class level as his effective alchemist level 
  for any discoveries that require a minimum 
  level.  The mad bomber gains another 
  discovery at 3rd, 4th, and 5th level.
  Applicable 
  Discoveries: 
   
  Acid 
  Bomb, 
  Explosive Bomb, Frost Bomb, Precise Bomb, 
  Shock Bomb, Smoke Bomb, Stink Bomb, 
  and Strafe Bomb.
  Quick Bombs (Ex)
  At 3rd level the mad bomber may produce 
  up to 2 bombs as part of a full attack action. 
  If the mad bomber’s base attack bonus 
  does not grant a second attack, he may 
  throw the bombs with both hands, incurring 
  the normal two-weapon fighting penalties.  
  When thrown with the off hand, the bomb 
  is considered as a light weapon and feats 
  that affect two-weapon fighting apply.
  The MuTagen MasTer
  There are some that refuse to allow their 
  own abilities limit them.  Luckily, alchemical 
  chemistry has come a long way and by 
  successfully mixing the right substances 
  in the right ratios allows the enterprising 
  individual that isn’t afraid of taking chances 
  to find ways to alter their own body or even 
  soul.
  The mutagen master specializes in creating 
  semi-toxic concoctions that can be deadly 
  for most, but frees him of the normal 
  restraints of his physical body.
  Role
  The mutagen master does not fill a particular 
  niche, but his flexibility depending on his 
  choice of mutagen allow him to take 
  on the task regardless of the situation.  
  Whether enduring the punishment of the 
  environment or becoming agile enough 
  to avoid enemy attacks, the mutagen 
  master specializes in using his alchemical 
  concoctions to rise to the occasion.
  Alignment
  Mutagen masters may be of any alignment.
  Hit Die
  d8.
  Requirements
  Ability Scores
  Int 15
  Skills
  Craft (alchemy) 5 ranks)
  Feats
  Brew Potion
  Class Abilities
  Cast 1st level arcane spells.
  
  4
  Class Skills
  The mutagen master is skilled in Craft 
  (any), Knowledge (arcana), Perception, 
  Profession, Sense Motive, Sleight of Hand, 
  Spellcraft, Survival, and Use Magic Device.
  Skill Ranks per Level
  4 + Int modifier.
  Class Abilities
  The mutagen master gains the following 
  class abilities as it progresses in level.
  Weapon and Armor Proficiencies
  The mutagen master gains no additional 
  weapon or armor proficiencies.
  Alchemy (Su)
  At 1st level, the mutagen master becomes 
  very 
  proficient 
  when 
  identifying 
  and 
  creating alchemical substances.  The 
  mutagen master adds his class level to any 
  Craft (alchemy) skill checks to identify or 
  manufacture alchemical items.  He also 
  may identify potions as if using Detect 
  Magic after he analyzes the potion or oil 
  for 1 round.
  If the mutagen master has levels in another 
  class that grants bonuses to his Craft 
  (alchemy) skill based on level, his class 
  levels stack in regards to the total bonus 
  granted to the Craft (Alchemy) skill bonus.
  Mutagen (Su)
  At 1st level, the mutagen master learns how 
  to create a special alchemical cocktail by 
  infusing his own magical reserve through 
  a painstaking process that takes an 
  hour to complete.  The mutagen master 
  determines the effect of the mutagen 
  during the process.  Once concocted, 
  the mutagen lasts indefinitely while in the 
  mutagen master’s possession.
  While creating the mutagenic potion, the 
  mutagen master determines what effects 
  it has, increasing his Strength, Dexterity, or 
  Constitution , and once chosen cannot be 
  altered without starting all over from the 
  beginning.  Unfortunately the mutagen saps 
  dulls his senses and ability to think clearly, 
  reducing one of his mental attributes based 
  on the physical score that is enhanced.
  The 
  mutagen 
  master 
  may 
  consume 
  the mutagen as a standard action that 
  does provoke attacks of opportunity. 
  Once consumed, the mutagen grants 
  the mutagen master a +2 natural armor 
  bonus and a +4 enhancement bonus to 
  the chosen physical ability score.  If the 
  mutagen master’s Strength is increased, 
  his Intelligence receives a -2 penalty.  If 
  the mutagen master’s Dexterity score is 
  enhanced, his Wisdom suffers a -2 penalty.  
  And Constitution enhancements cause 
  the mutagen master’s Charisma to suffer 
  a -2 penalty.  The duration of the 
  mutagen’s effects (positive and 
  Mutagen Master Progression Table
  Level
  Base 
  Attack
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Spell Per Day
  1
  +0
  +1
  +1
  +0
  Alchemy, mutagen
  2
  +1
  +1
  +1
  +1
  Mental transformation, 
  poison resistance +2
  +1 level spellcasting class
  3
  +2
  +2
  +2
  +1
  Greater mutagen, poison 
  resistance +4
  4
  +3
  +2
  +2
  +1
  Greater mental 
  transformation, poison 
  resistance +6
  +1 level spellcasting class
  5
  +3
  +3
  +3
  +2
  Mixed mutagen, poison 
  immunity
  
  5
  negative) last for 10 minutes per level of the 
  mutagen master.
  Only one such alchemical creation may 
  exist for the mutagen master at a time.  
  If the mutagen master creates another 
  one, the first batch immediately becomes 
  inert and will not function for the mutagen 
  master.
  If another consumes the mutagen, the 
  imbiber must make a Fortitude save (DC 
  10 + the mutagen master’s class level 
  + his Intelligence modifier) or become 
  nauseated for 1 hour.  If the imbiber can 
  create its own mutagens, if it succeeds 
  the saving throw, the imbiber gains the 
  benefits of the mutagen.  If any other 
  mutagen is already in effect or another 
  one is consumed while the previous one is 
  active, the effects of the previous mutagen 
  immediately end. 
  Mental Transformation (Su)
  At 2nd level, the mutagen master may 
  choose to enhance one of his non-
  physical attributes (Intelligence, Wisdom, or 
  Charisma) while sacrificing his health and 
  physical well-being.  Mutagens enhancing 
  mental ability scores are created in the same 
  fashion as mutagens that enhance the 
  mutagen master’s physical attributes and 
  only one mutagen (for either enhancing 
  physical or mental ability scores) may exist 
  at one time for the mutagen master.
  Imbibing 
  the 
  mental 
  transformation 
  mutagen 
  takes 
  a 
  standard 
  and 
  immediately grants the mutagen master 
  a +2 enhancement bonus to any saving 
  throws involving enchantment or fear 
  based effects.  The mutagen master also 
  gains a +4 enhancement bonus to either 
  his Intelligence, Wisdom, or Charisma while 
  suffering a -2 penalty to the associated 
  physical ability (Strength for Intelligence, 
  Dexterity for Wisdom, and Constitution 
  for Charisma).  The effect of the mental 
  transformation lasts for 10 minutes per level 
  of the mutagen master.
  Imbibing Mutagen Option
  As introduced in the Advanced Player’s 
  GuideTM, the alchemist may only have 
  one active mutagen at a time and 
  once consumed it lasts for a definite 
  period of time.  The alchemist may 
  spend another hour to create another 
  mutagen or possibly have another one 
  through the Infuse Mutagen discovery 
  at a pretty steep price (2 point loss in 
  Intelligence and a cost of 1.000 gp).
  However, one option is to allow the 
  alchemist the ability to only imbibe 
  only a portion of the mutagen.  In this 
  scenario, the alchemist would consume  
  half of the mutagen and gain the effects 
  as normal, but the duration would only 
  last half as long (i.e. five minutes per 
  level or 1 hour per 2 class levels once 
  the alchemist reaches 14th level and 
  gains the Persistent Mutagen feature).
  This would allow the alchemist to split his 
  usage of the mutagen and grant him 
  the ability to face more encounters or 
  situations without being limiting one of 
  his basic class features, the mutagen.
  As with any double dosing of the 
  mutagen, if the alchemist consumes 
  the second half of the mutagen while 
  the previous dosage is still in effect, the 
  previous effect immediately ends.
  Lesser quantities may also be considered 
  with a requisite reduction in duration, 
  but the alchemist class as a whole has 
  a more fly by the seat of your pants 
  and follow your gut feel versus the fine 
  granular control that would be required 
  to both take the time to effectively 
  measure out specific dosages and 
  keep track of the dosage used.  Thus, 
  half dosage provides a happy medium 
  that allows the alchemist some control 
  to use his mutagen as needed without 
  bogging him down with specifics.
  
  6
  Poison Resistance (Ex)
  At 2nd level, the mutagen master’s ability to 
  withstand the toxic effects of his mutagen 
  grant him a +2 bonus on all saving throws 
  versus poison.  This bonus increases to +4 at 
  3rd level, and +6 at 4th level.
  At 5th level, the mutagen master becomes 
  completely immune to any type of poison.
  Additional Spells Per Day
  At 2nd and 4th level, the mad bomber gains 
  new spells per day for one class in which 
  he has the ability to cast arcane spells.  He 
  gains no additional benefits that the spell 
  casting class grants, including learning any 
  additional spells or spells known.
  Greater Mutagen (Su)
  Upon reaching 3rd level, the mutagen 
  master ramps up his mutagen to grant the 
  +4 enhancement bonus to two of the three 
  physical attributes while suffering the -2 
  penalty to the requisite mental attributes.  
  The +2 natural armor bonus remains the 
  same.
  Greater Mental Transformation (Su)
  At 4th level, the mutagen master learns how 
  to alter his mental transformation mutagen 
  to increase two of his mental attributes, 
  gaining a +4 enhancement bonus to 
  each while suffering a -2 penalty to the 
  associated physical scores.  The +2 bonus 
  to saving throws versus enchantment and 
  fear based effects remains the same.
  Mixed Mutagen (Su)
  At 5th level, the mutagen master may 
  choose both a physical and mental 
  attribute to gain the +4 enhancement 
  bonus when creating his mutagen.  The only 
  restriction on his choice of mutagen mixes 
  is that the abilities cannot be associated as 
  far as the penalties suffered.  Thus, Strength 
  and Intelligence, Dexterity and Wisdom, 
  or Constitution and Charisma cannot be 
  combined.  The requisite penalties for the 
  two ability scores chosen apply as well.  
  The mutagen master also gains 
  both a +2 natural armor bonus and a +2 
  enhancement bonus to any saving throws 
  involving enchantment or fear based 
  effects.
  The KingsMan
  The art of mounted combat has always 
  been seen as the mark of true nobility and 
  the sport of royalty.  The kingsman takes up 
  the reigns to further his birthright of rule and 
  proof of true nobility.
  The kingsman finds his true strength in his 
  steed, and forges a special relationship 
  with his mount.  Such animals are typically 
  bred for purity and endurance, and the 
  kingsman understands that his steed is 
  not just a tool, but a trusted companion 
  and an extension of himself once battle 
  commences.
  Role
  The kingsman is his strongest while sitting 
  upon his trusted mount and charging 
  headlong into battle.  While many may 
  see him as a one trick pony with 
  a 
  contemptuous 
  attitude, 
  the 
  
  7
  kingsman’s hardened battle skills can 
  prove invaluable when dealing with larger 
  skirmishes, especially those involving larger 
  opponents.
  Alignment
  The kingsman may be of any alignment.
  Hit Die
  d10.
  Requirements
  Ability Scores
  Str 15, Cha 12
  Skills
  Knowledge (nobility) 5 ranks, Ride 5 ranks.
  Feats
  Mounted Combat
  Class Skills
  The kingsman is skilled in Craft (any), 
  Diplomacy, Handle Animal, Knowledge 
  (nobility), Profession, Ride, and Sense 
  Motive.
  Skill Ranks per Level
  4 + Int modifier.
  Class Abilities
  Weapon and Armor Proficiency
  The kingsman is proficient with simple and 
  martial weapons.  He is also proficient with 
  all types of armor and shields (except tower 
  shields).
  Challenge (Ex)
  The kingsman gains the ability to challenge 
  a foe once per day at 1st level as a swift 
  action.  Any melee attacks made by the 
  kingsman against the challenged target 
  deal extra damage equal to the kingman’s 
  class level.  Challenging an individual 
  target prevents the kingsman from noticing 
  others to such a degree that he suffers a -2 
  penalty to his AC except for attacks made 
  by the individual he is focused on for the 
  challenge.
  The challenge only ends when the target is 
  dead, incapacitated, or the combat ends.  
  The kingsman also gains an additional 
  bonus for his challenge as determined by 
  his chosen order (see below).
  The 
  kingsman 
  gains 
  an 
  additional 
  challenge per day at 3rd level and 5th level. 
  If the kingsman has levels in another class 
  that grants the ability to challenge an 
  opponent, his kingsman class levels stack in 
  regards to the total number of challenges 
  he may perform in one day.
  Mount (Ex)
  At 1st level, the kingsman is rewarded with 
  a vetted mount trained in combat riding.  
  The mount is treated as a druid’s animal 
  companion, using the kingsman’s class 
  level as the effective druid level.  Each 
  level gained by the kingsman increases his 
  effective druid level by +2, to a maximum 
  of 9th level when the kingsman reaches 5th 
  level.
  The mount is typically a heavy horse, but 
  small kingsmen may be granted ponies 
  or riding dogs.  Other animals of at 
  Kingsman Progression Table
  Level
  Base 
  Attack
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  1
  +1
  +1
  +0
  +0
  Challenge 1/day, mount, order
  2
  +2
  +1
  +1
  +1
  Fearless charge, order ability
  3
  +3
  +2
  +1
  +1
  Challenge 2/day, lance training +1
  4
  +4
  +2
  +1
  +1
  Peerless charge, touch of empathy
  5
  +5
  +3
  +2
  +2
  Challenge 3/day, lance training +3, order ability
  
  8
  least one size larger than the kingsman may 
  be granted with the GM’s approval and 
  animals associated with the kingsman’s 
  order or liege-lord are typically granted.
  While astride his personal mount, the 
  kingsman suffers no armor check penalties 
  to any Ride skill checks.  The mount is 
  considered combat trained and is proficient 
  with light and medium armor (barding).  
  The mount does not gain the share spells 
  special ability.
  If the kingsman loses his trusted steed for 
  any reason, he may be granted another 
  after spending a week of mourning and 
  contemplation on the loss of such a 
  creature.  However, the new mount does 
  not gain any of the animal companion’s 
  special abilities until the kingsman gains a 
  new level.  If the kingsman is 5th level, he 
  may spend a week solely training 
  his mount to restore the mount’s special 
  abilities.
  If the kingsman has levels in another class that 
  grants a mount (or animal companion), he 
  does not gain another animal companion, 
  but his class levels stack with the other class 
  in regards to the effective druid level to 
  determine the animal’s abilities.
  Order
  At 1st level, the kingsman must pledge 
  himself to a specific order of chivalry 
  or court.  The order grants a specific 
  advantage to the kingsman’s challenge 
  ability, additional class skills, and special 
  abilities.  However, the kingsman must 
  agree to live by the edicts of the order, 
  and failing to do so causes him to lose the 
  benefits of the order for 24 hours.  Multiple 
  or prolific violations may cause the order to 
  castigate the kingsman.
  The kingsman may only change his order 
  through a lengthy and rigorous process to 
  prove his worth to the new order.  Once 
  accepted into a new order, the kingsman 
  does not gain any benefit from the order 
  until he attains a new level.  If the kingsman 
  is 5th level, he gain access to the order’s 
  abilities after a period of one month once 
  accepted and performing an important 
  task for the new order.
  The kingsman gains the first order ability at 
  2nd level and the second order ability at 5th 
  level.
  If the kingsman has an order from another 
  class, the order must be the same as the 
  previous class.  If any other class taken after 
  attaining levels in kingsman also grants 
  access to an order, it too must choose 
  the same order.  When the kingsman 
  has multiple classes that grant access 
  to the order, his levels stack in regards to 
  when order abilities are granted, and the 
  kingsman doesn’t gain the second order 
  ability at 5th level, but at his effective 8th 
  level when combining all effective classes 
  that grant access to the order.
  Christopher M. Eisert
  
  9
  Fearless Charge (Ex)
  At 2nd level, the kingsman gains a +4 bonus 
  on his melee attack roll when charging 
  while riding his mount.  He does not suffer 
  any penalty to his AC after making the 
  charge as well.
  Lance Training (Ex)
  The kingsman becomes quite proficient 
  with using the lance and other spear 
  weapons beginning at 3rd level.  While 
  wielding any weapon found in the spears 
  weapon group (see the fighter weapon 
  training class feature), the kingsman gains 
  a +1 bonus to his attack rolls and damage 
  rolls.  This bonus increases to +2 at 5th level.
  If the kingsman has levels in another class 
  that grants bonuses to weapons groups, his 
  class levels stack with the other classes.
  Peerless Charge (Ex)
  At 4th level, the kingsman’s threat range 
  for any weapon used during a mounted 
  combat is doubled (though this does not 
  stack with other effects that increase the 
  weapon’s threat range).  If the mounted 
  charge is successful, the kingsman may 
  make a free bull rush or trip attempt that 
  does not provoke an attack of opportunity 
  from the target.
  Touch of Empathy (Ex)
  While not really any more empathetic 
  towards his opponents, the kingsman gains 
  the ability to connect to his mount and 
  other animals at 4th level.  The kingsman 
  adds his class level to any handle animal 
  skill checks when attempting to push the 
  animal to perform a trick it doesn’t know as 
  well as any time spent training the animal 
  a new trick.  The kingsman may attempt 
  to train an animal much more quickly than 
  normal, spending only a fraction of time  (1 
  day per normal week) by increasing the 
  Handle Animal DC by +5.
  The MarTial TacTician
  Generals are not born, but forged in the 
  midst of battle.  The true strength on the 
  field of battle is not in one’s arm, but in 
  one’s allies, and the martial tactician sees 
  that as the sublime truth that will always 
  lead to victory.
  Such individuals understand the importance 
  of teamwork and both giving and following 
  instructions, and that an implicit hierarchy of 
  command is not only necessary, but crucial 
  in attaining victory instead of defeat.
  While most would see the martial tactician 
  as simply a heavily armored warrior, his 
  allies know and appreciate the skills and 
  talents the martial tactician provides to the 
  group, and that his presence and foresight 
  can swing any situation into their favor.
  Role
  The martial tactician always steps up to the 
  line when it comes to battle.  His skills and 
  endurance provides a solid anchor point in 
  minor skirmishes.  However, it is his ability to 
  grant aid to others in the form of instruction 
  and guidance that the martial tactician 
  shines.  He prefers to lead by example, 
  motivating his allies to press onward in the 
  midst of chaos.
  Alignment
  The martial tactician may be of any 
  alignment.
  Hit Die
  d10.
  Requirements
  Ability Scores
  Str 12, Cha 15
  Skills
  Diplomacy 5 ranks, Intimidate 5 ranks
  Feats
  At least one combat feat.
  
  10
  Class Skills
  The martial tactician is skilled in Craft 
  (any), Diplomacy, Intimidate, Knowledge 
  (engineering), Profession, Sense Motive, 
  and Survival.
  Skill Ranks per Level
  4 + Int modifier.
  Class Abilities
  Weapon and Armor Proficiency
  The martial tactician is proficient with simple 
  and martial weapons.  He is also proficient 
  with all types of armor and shields (except 
  tower shields).
  Challenge (Ex)
  The martial tactician gains the ability to 
  challenge a foe once per day at 1st level 
  as a swift action.  Any melee attacks 
  made by the martial tactician against the 
  challenged target deal extra damage 
  equal to the martial tactician’s class level.  
  Challenging an individual target prevents 
  the martial tactician from noticing others 
  to such a degree that he suffers a -2 
  penalty to his AC except for attacks made 
  by the individual he is focused on for the 
  challenge.
  The challenge only ends when the target 
  is dead, incapacitated, or the combat 
  ends.  The martial tactician also gains 
  an additional bonus for his challenge 
  as determined by his chosen order (see 
  below).
  The martial tactician gains an additional 
  challenge per day at 3rd level and 
  5th level.  If the martial tactician has levels 
  in another class that grants the ability 
  to challenge an opponent, his martial 
  tactician class levels stack in regards to 
  the total number of challenges he may 
  perform in one day.
  Order
  At 1st level, the martial tactician must 
  pledge himself to a specific order of 
  chivalry or court.  The order grants a specific 
  advantage to the martial tactician’s 
  challenge ability, additional class skills, 
  and special abilities.  However, the martial 
  tactician must agree to live by the edicts of 
  the order, and failing to do so causes him 
  to lose the benefits of the order for 24 hours.  
  Multiple or prolific violations may cause the 
  order to castigate the martial tactician.
  The martial tactician may only change 
  his order through a lengthy and rigorous 
  process to prove his worth to the new 
  order.  Once accepted into a new order, 
  the martial tactician does not gain any 
  benefit from the order until he attains a new 
  level.  If the martial tactician is 5th level, he 
  gain access to the order’s abilities after a 
  period of one month once accepted and 
  performing an important task for the new 
  order.
  The martial tactician does gain the first 
  order ability at 2nd level.  He gains the order 
  ability normally granted at 8th level at 5th 
  level.
  If the martial tactician has an order from 
  another class, the order must be the same 
  as the previous class.  If any other class 
  taken after attaining levels in martial 
  Martial Tactician Progression Table
  Level
  Base 
  Attack
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  1
  +1
  +1
  +0
  +0
  Challenge 1/day, order, tactician
  2
  +2
  +1
  +1
  +1
  Banner, order ability
  3
  +3
  +2
  +1
  +1
  Challenge 2/day, greater tactician
  4
  +4
  +2
  +1
  +1
  greater banner
  5
  +5
  +3
  +2
  +2
  Challenge 3/day, order ability
  
  11
  tactician also grants access to an order, it 
  too must choose the same order.  When 
  the martial tactician has multiple classes 
  that grant access to the order, his levels 
  stack in regards to when order abilities are 
  granted, and the martial tactician doesn’t 
  gain the second order ability at 5th level, but 
  at his effective 8th level when combining all 
  effective classes that grant access to the 
  order.
  Tactician (Ex)
  At 1st level, the martial tactician gains a 
  teamwork feat as a bonus feat.  He must 
  meet any prerequisites for the feat.
  Once per day, the martial tactician may 
  share this feat with all allies within 30 ft. that 
  can see and hear him as a standard action. 
  Allies gain the benefits of the feat without 
  needing to meet the prerequisites for it for 
  3 rounds.  The duration of the effect lasts an 
  additional round for each level beyond 2nd 
  attained by the martial tactician.
  The martial tactician gains one additional 
  use of this ability at 3rd and 5th level, though 
  only one feat may be shared at a time.
  If the martial tactician has levels in another 
  class that allows him to share a known 
  teamwork feat with his allies, his class levels 
  stack in regards to how long the benefits 
  of the feat remain for the allies and the 
  number of times per day he may use this 
  ability.  However, in such cases he uses the 
  other class to determine how many times 
  per day the martial tactician may share a 
  teamwork feat.
  Banner (Ex)
  At 2nd level, the martial tactician may spur 
  his allies to action and inspire them to 
  greater heroics by waving his banner as a 
  free action.  As long as an ally is within 60 
  ft. of the martial tactician and can see the 
  banner, a +2 morale bonus to saving throws 
  versus fear based effects and a +1 morale 
  bonus on melee, natural, or unarmed 
  attack rolls.
  If the martial tactician has levels in another 
  class that grants the Banner ability, his levels 
  stack in regards to the bonuses granted to 
  saving throws versus fear.  Attack bonuses 
  do not stack unless both support the same 
  type of attack.
  Greater Tactician (Ex)
  At 3rd level, the martial tactician receives 
  another bonus teamwork feat.  He must 
  meet the prerequisites for the feat, but he 
  may share the feat with his allies as granted 
  with the Tactician class feature.  When 
  granting allies the benefits of the feat, the 
  martial tactician only needs to use a swift 
  action.
  Christopher M. Eisert
  
  12
  Greater Banner (Ex)
  The martial tactician’s banner provides 
  additional inspiration to allies at 4th level.  
  The morale bonus to saving throws versus 
  fear based effects increase to +4 and 
  the morale bonus to melee, natural, and 
  unarmed attacks increase to +2.
  Once per day the martial tactician may 
  wave the banner as a standard action, 
  allowing allies within 60 feet to make a new 
  saving throw as an free action versus any 
  existing conditions ore effects caused by a 
  spell that targeted them.
  If the martial tactician has another class 
  with a Greater Banner ability granting an 
  additional saving throw, he may only use 
  this effect once per day, granting the 
  effects of the most advantageous one if 
  pertinent.
  
  Other Knotty Works 
  Pathfinder compatible 
  products
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer 
  over fifty new and unique spells.  Advancing 
  with Class supplements offer new abilities for 
  existing classes or introduce a new class with 
  unique mechanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 118 - Advanced Prestige Classes, Vol 1.pdf