No More Feat Tax: As long as you meet the prerequisites you get the following feats for free: Power Attack, Deadly Aim, Weapon Finesse, Point Blank Shot, Precise Shot, Dodge, Mobility, Two-Weapon Fighting, Combat Expertise, Agile Maneuvers.
Iron Will, Lightning Reflexes, Great Fortitude: Taking any of these feats grant the Improved version for free.
Leadership
As a general rule, this feat is not meant to be used to have extra people in combat.
Leadership score is calculated as: CHA modifier + "effective" character level (meaning the number of levels of class abilities one has). Other modifiers, as detailed at https://www.d20pfsrd.com/feats/general-feats/leadership/, also apply. For example, a Sorcerer with 17 CHA and 4 HD would have a Leadership score of 3+8=11. Use the standard Leadership rules to calculate the number and level of followers and cohort you gain. Neither followers nor cohorts are mythic.
Followers:
All new followers gained begin in Golden. Over time, as your character travels, your followers can be redistributed to new areas, but they are unwilling to relocate multiple times: once a follower has been moved, they remain in its new location.
When you relocate followers to a new location, you get a one-time bonus to your first Diplomacy: Gather Info or a Knowledge check about the area, which must be conducted during the same visit. The bonus is equal to the total HD of all followers relocated during this visit. This represents your newly relocated followers aiding you in your check.
On future visits to the same location, you no longer get the one-time bonus (unless relocating additional new followers, of course). Instead, you may "take X" as your roll on Diplomacy: Gather Info or a Knowledge check about the area, where X = the total HD of all your followers in the area. X caps out at 20 in this situation. This represents your existing followers providing you with their own knowledge and information.
Note that the "Take X" bonus also applies to Golden, counting any unrelocated followers you might have there.
Cohort:
Your cohort should be created using the following array for stats: 15/13/11/10/9/8.
Cohorts level up according to the same progression as your character.
As a swift action, you can open a wormhole using one activation of your Constant signal to place your cohort anywhere within 100', so long as you have line of sight to their destination and they are on the plane at the time. Your cohort will perform a full round worth of actions (swift, standard, and move action) before they return to their previous location. They can take damage as normal while present, but always appear at full HP.
Your cohort can be assigned to a task or project to work on while you are in the field.
Your cohort gains limited, shared access to your storage space on the Constant (the same space your PHV is stored). During a mission, this shared access can be utilized to gain access to a small amount of supplies or equipment that your cohort provides to you. At the beginning of each mission, you have a supplies value pool equal to 100gp x your cohort's HD. As a full round action, you can withdraw any item from the Constant that can reasonably be stored there with a value less than or equal to your remaining value pool total. The item does not need to be prepared prior to the mission, and can be decided on at the moment of retrieval - your cohort has already "done the work" of anticipating your needs. Retrieving an item deducts its value from the value pool total, which only replenishes between missions. For example, a character with a level 4 cohort has access to 400gp worth of supplies through the Constant over the course of a mission. If they spend a full round action to withdraw a lesser EMP grenade (250gp), they have 150gp remaining in their supply pool. Later in the mission, they could spend a full round action to withdraw a flashbang grenade (150gp), and be out of supplies they can withdraw for the remainder of the mission.
The PRISM Leadership Council wants to emphasize that bringing cohorts into active missions is a high risk to their physical safety. The Council has not explicitly approved cohorts for field work, and Roscoe in particular frowns upon having them in hot zones.
New Feats
Graceful Maneuvers: When you get this feat you gain the Improved Trip, Disarm, Dirty Trick, Feint, Reposition and Steal Feats. If a Class Feature would give you access to the Improved version of any of those maneuvers, you instead gain Graceful Maneuvers.
Powerful Maneuvers: When you get this feat you gain the Improved Bull Rush, Drag, Grapple, Overrun, and Sunder combat Feats. If a Class Feature would give you access to the Improved version of any of those maneuvers, you instead gain Powerful Maneuvers.
Weapon Finesse: You may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you are using a weapon that you can finesse with you can add your Dexterity modifier to damage rolls in place of your Strength modifier - this counts as precision damage. If you add your Dex to damage from any other source (such as Unchained Rogue) you deal normal damage instead.
Mercadisk Expert - Exotic Armor or Weapon proficiency Mercadisk - You gain the following tricks.
Disk Rider (Fly 3 ranks): You can ride atop any Mercadisk you create, so long as it has the capacity to support your weight. This grants you a fly speed of 30 feet (average), but the disk cannot move itself or you more than 5 feet above the ground at any time. If you are on a location within the Astral Plane—the disk can instead fly to any height, and your fly speed while standing on it increases to 40 feet (good). When you summon your mercadisk you can step onto the disk in your space as part of the action required to cast the spell.
Spurn Gravity (Fly 6 ranks): While astride your mercadisk, you can fly higher than 5 feet above the ground. However, you must return to a location 5 feet above a stable surface before the end of your turn or fall. If you take damage from this fall, you fall prone atop your mercadisk. As a swift action, you can also reduce the remaining duration of your mercadisk to 1 round per level before it dissipates and needs to be resummoned. For the remaining duration of the spell, your fly speed increases to 50 feet and your disk ignores all altitude limitations.
Rapid Battery Swap - Prereqs: Proficiency in the weapon, armor, or item
Reduce the amount of time it takes to remove a battery to a swift action. Reduce the amount of time it takes to insert a battery to a swift action.
Improved Flight - Prereqs: Fly speed, 2 ranks in Fly
Improve your maneuverability by 1 step. If you have to run to start your fly speed you can now do it when you move your base speed as a move action.
- you can take this feat multiple times, each time you take it raise the prereq ranks in Fly by 2.
2nd time you take it, you can initiate flight as a move-equivalent action.
3rd time you take it, you can initiate flight as a swift action.
clumsy--->poor--->average--->good--->perfect
Aerial Reflexes - Prereqs: Fly speed, 5 ranks in Fly
When Flying, during any round in which you've moved at least 10ft, you gain a Haste bonus to your Reflex save and AC based on your maneuverability:
Clumsy-->Poor-->Average-->Good-->Perfect
0-->1-->2-->3-->4
Armor Proficiency, Exotic Heavy - Prereqs: Heavy Armor Prof, Endurance
Benefit: When you wear Exotic Heavy Armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.
Personal Hedron Pilot - Prereqs: 1 rank in Profession (Pilot) or 3 ranks in Ride
You can operate and perform trick maneuvers with a Personal Hedron Vehicle.
If you are not proficient, you suffer a -4 to all attack rolls and checks when operating a PHV, as well as you can attempt maneuvers.
Evasive Hedron Pilot - Prereqs: 3 ranks in Profession (Pilot) or 5 ranks in Ride
If you spend 2 move actions to move in a turn you gain a 50% miss chance against attack rolls until the start of your next turn.
Airship Pilot - Prereqs: 6 ranks in Profession (Pilot)
You know how to pilot an airship and take no penalties to checks performing maneuvers. If you are not proficient you take a -4 to all checks and attack rolls from the ship; this penalty also applies to crew members.
If you attempt to planeshift and do not pass the check, roll randomly for where the ship stops on the planar chart. The penalty for lack of proficiency applies to your Knowledge (Planes) in this fashion.
VI Golem Pilot - Prereqs: Heavy Armor Prof, 6 ranks in Knowledge (Engineering)
Gain proficiency with the Sentry and Defender Class units.
Don time reduced by 1 minute with all units.
Re-roll your first failed operation check.
- Depending on which Armor you are Focusing on you gain -
Sentry Class - You can use Acrobatics and Stealth
Defender Class - +4 to AC and CMD on turns where no movement occurred
Heavy VI Golem Pilot - Prereqs: VI Golem Pilot, 9 ranks in Knowledge (Engineering)
Gain proficiency with Leviathan Class units.
Don time reduced by 1 minute with all units.
You gain the Awesome Blow feat when piloting Defender or Leviathan units.
Astral Pilot - Prereqs: 9 ranks in Profession (Pilot), 6 ranks in Knowledge (Planes), Airship Pilot, Skill Focus: Profession (Pilot), Skill Focus: Knowledge (Planes)
You can how to pilot an astral ship and how to use it slip between planes (you can take 10 on Knowledge (Planes), though in hectic moments or forced ones you will roll normally), and you take no penalty to maneuvers.
If you are not proficient, you take a -4 to all checks and attack rolls from the ship, this penalty also applies to crew members.