Prestige classes and templates with a CR adjustment of +1 or greater are transformed into Prestige Paths for player characters.

PRESTIGE CLASSES
Prestige classes are all paths now that nearly anyone can take if they meet the prerequisites. If they take the Prestige Entry feat (prerequisites = class requirements) and select one of their existing classes, they add all the prestige class's features to their existing class talents and powers. Any features gained at 6th level or greater on a prestige class are considered advanced, so you have to be at least 10th level to acquire them.

Example: A Fighter that has taken the Magus talent (granting him spells) decides to become an Eldritch Knight. They take the Eldritch Knight entry feat which grants them the benefits of everything 1st-level eldritch knight normally grants. Thereafter, all of an eldritch knight's class powers and class talents up to 5th eldritch knight level can be taken as fighter talents and fighter powers while those above 6th eldritch knight level are advanced powers and advanced talents.

EXAMPLE PRESTIGE CLASS: ASSASSIN

ASSASSIN
Types: Tier 3, Prestige Path.
Prerequisites: Any evil, Disguise 2 ranks, Stealth 5 ranks, Sneak Attack +1d6.
Benefits: You gain Poison Use. If you already have this ability, you gain Death Attack instead. You add the following features to your class list of talents and powers: death attack, hidden weapons, uncanny dodge, true death. You add the following as well as advanced talents and powers: quiet death, Hide in Plain Sight, swift death, Angel of Death.



TEMPLATES
Determine what types of creatures the template can be applied to and under what circumstances a creature might gain that template. Those are the prerequisites.

TEMPLATE
Types: Tier 3, Prestige Path.
Prerequisites: Any evil, Disguise 2 ranks, Stealth 5 ranks, Sneak Attack +1d6.
Benefits: You gain all of the vulnerabilities, penalties, weaknesses, and other detriments of the template immediately. You also gain one of the features below and add all of them to your list of class talents and powers.

Ability Boost: You gain a +2 boost to one ability score that the template normally boosts. You can take this multiple times and stack it up to the maximum the template normally provides.

Base Speed: You gain a base speed of your choice that the template normally provides: 10-foot burrow, 20-foot climb, 20-foot clumsy fly, 30-foot average glide, 30-foot average levitate, 20-foot swim. Gliding functions as flight except you can't move up with it and descend 5 feet automatically every round without cost to your movement. Levitation functions as flight except it won't allow you to move up further than half its speed (so a 30-foot levitation speed means your maximum altitude is 15 feet). Each time you take this after the first you can gain a new base speed provided by the template, increase an existing base speed by 10 feet, or improve an existing base speed's maneuverability by one step: clumsy, poor, average, good, perfect.

Damage Reduction: You gain Damage Reduction 1/2 level /magic. If the template normally provided a different type of damage reduction than magic or -, you can change this to equal that type of DR by taking it a second time. If the template provided you with DR/-, then taking this a second time grants you DR/- equal to 1/4 level. Taking this a 3rd time increases the DR by 5 and is considered an advanced talent. Taking if a 4th time increases the DR by 10 and is considered a capstone ability.

Darkvision: This talent grants you low-light vision, or 60 foot of darkvision if you already have low-light vision or +30 feet to your existing darkvision if you already have darkvision up to a maximum equal to the range the template normally provided.

Fast Healing: Only templates that grant fast healing or regen can take this ability. This talent grants you Fast Healing 1/2 level while your HP is at 25% max or less. Taking it a second time increases this to 50% or less. A third time is considered advanced and increases it to 75% or less and a fourth time it applies all the time. You can increase this fast healing by 10 as a capstone ability.

Regeneration: Only templates that grant regeneration can acquire this. You regenerate lost body parts as if by the Regenerate spell, though it requires about a month to regenerate normally or a week if you remain on bed rest. If you have fast healing 1, reduce this time to one day. If you have fast healing 2, reduce it to an hour. If you have fast healing 3+, reduce it to 1 minute and you can use a standard action to apply a lost body part back onto a stump to have it regenerate instantly.

Immunity/Resistance: Select one thing the template provided resistance or immunity to. You now gain resistance to it reducing hit point damage from those effects by your level, gaining a bonus to saves against those effects equal to 1/2 level, reducing ability damage/drain from those effects by 1/4 level, and reducing level damage/drain from those effects by 1/8 level (rounded up).

Natural Armor: This talent grants you a +1 natural armor bonus up to a maximum equal to whatever natural armor bonus the template provides.

Spells: You gain all the 0-level spells the template grants or a single 1st-level spell it grants if you already have all the 0-level spells (or it has none). Each time you take this increases this by one. For example, the second time you gain all the 1st-levels or one 2nd-level if you already have all the 1st-level and the third time you gain all the 2nd-levels or one 3rd-level if you already have all the 2nd-levels, etc.

Spell-like Abilities: You gain all the 0-level spell-like abilities the template grants or a single 1st-level spell-like ability it grants if you already have all the 0-level spell-like abilities (or it has none). Each time you take this increases this by one. For example, the second time you gain all the 1st-levels or one 2nd-level if you already have all the 1st-level and the third time you gain all the 2nd-levels or one 3rd-level if you already have all the 2nd-levels, etc.

Spell Resistance: You gain spell resistance 10 + class level up to a maximum equal to the amount the template provides. If you take this a second time, increase it to 12 + class level with no cap.

Type Change: You can only select this ability if the template changes your creature type. You gain a +1/2 level bonus to saves against any effect the template's type would be immune to. If you take this a second time, once per day per level you can have an effect treat you as the template's type instead of the base creature's type. If you take this a third time, you change your type as normal by the template. Taking this a 2nd time counts as an advanced talent and a 3rd time counts as a capstone ability. You must have at least 3 other abilities from the template per time you take this one.