Greyhawk Adapted PrCs

Greyhawk Adaptable Prestige Classes

Characters may take levels in these classes only after
consulting with the DM and determining what additional requirements must be met. For
many of these classes, the basic requirement is that the character
be part of the military/police force for a particular nation.

Alienist

Tome and Blood Description: Alienists deal with
powers and entities from terrifyingly remote reaches of space and
time. For them, magical power is the triumph of the mind over the
rude boundaries of dimension, distance, and often sanity. With
knowledge and determination, they pierce the barrier at the edge of
time itself. In the Far Realm, outside of time, Herculean minds
drift, absorbed in contemplations of madness. Unspeakable beings
whisper terrifying secrets to those who dare communication. These
secrets were not meant for mortals, but the alienist plunges into
abysses of chaos and entropy that would blast a weaker mind. An
alienist’s mad certainty is sometimes strong enough to sway others
to believe in her own future transcendence.

Requirements:
Skills: Knowledge (arcana) 8 ranks, Knowledge (the planes).
Feats: Alertness.
Spells: Ability to cast at least one Divination spell and at least
one summoning spell of 3rd level or higher.
Special: Prior contact with an alienist or a pseudonatural
creature.

Animal Lord

Masters of the Wild Description: For the animal
lord, a humanoid form is simply an accident of birth. In spirit,
she belongs with the wild pack of wolves, the running herd of
horses, or the dancing school of fish. Her nearly hairless,
two-legged form is just a hindrance to being one with her true
kind, but it is a hindrance she can overcome.

Requirements:
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral,
or neutral evil.
Skills: Animal Empathy 6 ranks, Wilderness Lore 8 ranks, plus 2
ranks in the appropriate skill from the following list
Apelord–Climb; Bearlord–Intimidate; Birdlord–Intuit Direction;
Catlord–Move Silently; Equinelord–Jump; Marinelord–Swim;
Snakelord–Escape Artist; Wolflord–Hide.
Feats:Animal Control and the appropriate feat from the following
list: Apelord, Skill Focus (Climb); Bear lord, Power Attack;
Birdlord, Improved Flight; Catlord, Weapon Finesse (any);
Equinelord, Run, Run; Marinelord, Skill Focus (Swim); Snakelord,
Resist Poison; Wolflord, Expertise.

Church Inquisitor

Defenders of the Faith Description: While many
champions of good are dedicated to fighting forces of evil external
to them and their church, the church inquisitor is at least as
concerned about evil and corruption within. When greed eats away at
a church hierarchy, when devils infiltrate a knightly order and
seduce its leaders to evil, when high clerics succumb to evil
enchantments and fall from the path of their deities, it is usually
a church inquisitor who uncovers the evil and cuts it away.

Requirements:
Alignment: Lawful good or lawful neutral.
Base Will Save: +3.
Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks.
Spells: Ability to cast dispel magic as a divine spell.
Special: Must be a member of a lawful good church or religious
order, and must have already uncovered some corruption within that
organization.

Darkhagard

(Reprinted from Living Greyhawk Journal #2 on the Living
Greyhawk website)
Living Greyhawk website Description: Only those
Rhennee men who have exhibited a high degree of skill and vigor are
considered for membership in the Darkhagard. A darkhagard has
devoted himself to defending the Rhennee way of life. He sees all
land folk as threats to his continued existence, and has left
constant vigil against outside forces. To this end, he pursues
weapon mastery and seamanship with equal ardor, honing his dual
crafts so that his people will not have to fear giving up their
nomadic lifestyle at the demand of a foreign prince. Being bound by
any sovereign rule would be tantamount to death.

Requirements:
Race and Sex: Rhennee male.
Base Attack Bonus: +5.
Skills: Profession (boater) 4 Ranks.
Feats: Exotic Weapon Proficiency (darkha), Weapon Focus
(darkha).
Sneak Attack: +1d6.
Special: Must have been blooded in a battle with a hostile lake
creature (dragon turtle, giant lamprey, etc.)

Dragon Disciple

Dungeon Masters Guide Description: It is known
that certain dragons can take humanoid form and even have humanoid
lovers. Sometimes a child is born of this union, and every child of
that child unto the thousandth generation claims a bit of dragon
blood, be it ever so small. Usually, little comes of it, though
mighty sorcerers occasionally credit their powers to draconic
heritage. For some, however, dragon blood beckons irresistibly.
First come the dreams. Many dismiss them as nothing more than wish
fulfillment (or even nightmares), and that’s the end of it. But a
few embrace the dreams, recognizing their allure as a promise.
These become dragon disciples, who use their magical power as a
catalyst to ignite their dragon blood, realizing its fullest
potential.

Requirements:
Race: Any nondragon (cannot already be a half-dragon).
Skills: Knowledge (arcana) 8 ranks.
Languages: Draconic.
Spells: Ability to cast arcane spells without preparation.
Special: The player chooses a dragon variety when taking the first
level of this prestige class, subject to the DM’s approval.

Dread Pirate

Song and Silence Description: Thugs and
cutthroats in every port lay claim to the title “pirate,” but
actually making a fortune through piracy is no easy task. A dread
pirate, however, has mastered every aspect of larceny on the high
seas. His network of contacts tells him when a particularly
valuable cargo is shipping out. After a flawless ambush at sea, he
swings aboard the target ship on a rope, rapier in hand. Once he
and his shipmates have overpowered the prize vessel’s crew, they
liberate the cargo and make their escape. Later, the dread pirate
meets representatives from the black market in some isolated cove
and sells his newly acquired cargo for a handsome profit.

Requirements:
Alignment: Any nonlawful.
Base Attack Bonus: +4.
Skills: Appraise 8 ranks, Profession (sailor) 8 ranks, Swim 5
ranks, Use Rope 5 ranks.
Feats: Quick Draw, Weapon Finesse (any).
Special: The character must own a ship worth at least 10,000 gp.
The method of acquisition — purchase, force of arms or
skullduggery — makes no difference, as long as he can freely
operate it on the high seas.

Drunken Master

Sword and Fist Description: Martial arts
students face a bewildering array of martial arts schools, each
with its own adherents and detractors. But few schools are as
unusual–or as controversial–as Drunken Boxing. By weaving and
staggering about as if inebriated, drunken boxers avoid many blows.
Likewise, their stumbling, lurching attacks catch their opponents
off guard. More over, when they actually imbibe alcohol, drunken
masters can perform truly prodigious feats of strength and
bravery.

Requirements:
Base Attack Bonus: +4.
Base Unarmed Attack Bonus: +4.
Skills: Tumble 6 ranks.
Feats: Great Fortitude, Dodge.
Other: Evasion ability, must be chosen by existing drunken masters
and survive night of revelry among them without being incarcerated,
poisoned, or extraordinarily embarrassed.

Glaive of Azharadian

This class is considered Adaptable for Onnwal

(Dragon Magazine #293 (Living Greyhawk Journal #9) Available
from Piazo Press)
Piazo Press Description: The knighthood follows
the tenets of Heironeous, so most members take up an active
oppostion of evil through honorable combat and good works
throughout Onnwal. Ever since the nation fell under the thumb of
the Scarlet Brotherhood during the Greyhawk Wars, the Glaives of
Azharadian have worked to free their homeland from the clutches of
tyranny.

Requirements:
Base Attack Bonus: +6.
Language: Old Oeridian.
Skills: Handle Animal 3 ranks, Knowledge (religion) 3 ranks, Ride
6 ranks.
Feats: Leadership, Weapon Focus (battleaxe or longsword).
Alignment: Lawful neutral or lawful good.
Other: Must worship Heironeous. Also, would-be glaives must have
done a great deed in the eyes of the Order of the Golden Sun
(usually some exceptional service to the Free State of Onnwal),
garnering the sponsorship of two members of the order. They also
must pass the first trial of membership, known as the Trial Martial
(as described in Dragon #293.)

Hospitaler

Defenders of the Faith Description: Hospitalers
are a fighting force of necessity, sworn to poverty, obedience, and
the defense of those in their care. NPC hospitalers often travel in
groups, usually with pilgrims on their way to or from a site of
particular importance to their faith. Hospitalers may be found
running pilgrim hostels, defending temple hospitals, or standing
vigil over religious relics and sites. They seldom go on quest or
adventures except to rescue endangered pilgrims or to recover
relics or sites from heretics and unbelievers.

Requirements:
Alignment: Any nonchaotic.
Base Attack Bonus: +4.
Skills: Handle Animal 5 ranks, Ride 5 ranks.
Feats: Mounted Combat, Ride-By Attack.

Hunter of the Dead

Defenders of the Faith Description: The hunter
of the dead is the hated enemy of all undead. She spends each
restless night tracking undead to their lairs and cleansing the
land of their foul presence forever.

Requirements:
Alignment: Any nonevil.
Base Attack Bonus: +5.
Skills: Knowledge (undead) 5 ranks.
Special: Ability to turn undead.
Scar of Unlife: The character must have lost one level or had an
ability score point permanently drained by an undead creature. This
is the scar of unlife that all hunters of the dead carry.

King/Queen of the Wild

Masters of the Wild Description: Few are brave
enough to climb the highest mountains and tread the deepest
deserts. But where nature’s fury is at its height, there you’ll
find the kings and queens of the wild, undaunted by the challenges
before them–that is if you’re strong enough to look for them
there.

Requirements:
Base Fortitude Save Bonus: +4.
Skills: Hide 4 ranks, Intuit Direction 4 ranks, Wilderness Lore 8
ranks, terrain-dependent prerequisite skill (see below) 4
ranks.
Feats: Endurance, Track.
Special: The character must choose a terrain type (as described
for this prestige class in Masters of the Wild) and live in or near
such an area.

Knight of Holy
Shielding

Description: Before they were conquered by the
armies of Iuz, the core of the Shield Lands armies was a religious
order of knights call the Knights of the Shield, or more formally
Knights of Holy Shielding. With the conquest of the Shield Lands
and the capture of the head of the order, Lord Holmer, the
surviving knights have been led in exile by Lady Katarina, Holmer’s
cousin and a paladin of the god Heironeous. The proud knights
managed to regain Critwall and Scragholme Island during the Great
Northern Crusade after the Greyhawk Wars.

Requirements:
Alignment: Lawful good.
Base Attack Bonus:
Skills:
Patron : Must worship Heironeous.
Equipment:
Special:

 

Knight of Luna

Description: This secret order was founded in
Celene by elven warriors and spell casters who opposed Queen
Yolande’s neutrality in the Greyhawk Wars. Members work to involve
Celene in supporting the elves of Veluna and the Duchy of Ulek in
their struggles against evil. The order includes in it’s ranks,
Melf, Prince Brightflame, a powerful elven warrior-wizard, cousin
to Yolande.

Requirements:
Alignment: Any good.
Base Attack Bonus:
Skills:
Spells:
Race: Elf or half-elf.
Special:

Knight of the Chalice

Defenders of the Faith Description: A knight of
the Chalice is a member of an elite knightly organization devoted
to fighting demons. Motivated by a pious hatred of these creatures
that embody the principles of chaos and evil, knights of the
Chalice learn tactics and gain special abilities to help them in
their crusade.

Requirements:
Alignment: Lawful good.
Base Attack Bonus: +8.
Skills: Knowledge (religion) 10 ranks, Knowledge (the planes) 5
ranks.
Spells: Ability to cast divine spells, including protection from
evil.
Equipment: Magic (+1 or better) full plate armor.
Special: Has demons as a favored enemy, and has defeated a demon
or driven it back to its home plane.

Knights of the Chase

(Dragon Magazine #297 (Living Greyhawk Journal #13) Available
from Piazo Press)
Piazo Press Description: The Knights of the Chase
are loosely organized into a knighthood made up exclusively of
fanatical followers of Trithereon the Summoner, Oerth’s god of
individuality, liberty, retribution, and self-defense. Most knights
come from the ranks of wronged clerics or fighters, although some
rangers (and even a few rogues) have joined the fellowship. Members
of other classes are welcome within the order, though rare. Due to
the usually unhappy circumstances surrounding their birth, many
half-orcs and half-elves find themselves attracted to the
order.

Requirements:
Alignment: Chaotic Good.
Base Attack Bonus: +6.
Skills: Handle Animal 4 ranks,Ride 4 ranks.
Feats: Weapon Focus (longsword).
Special: The character must be an ardent worshiper of Trithereon
who has performed some great undertaking in the name of his
deity.

Knight of the Middle Circle

Defenders of the Faith Description: These
knights are members of the Stargazers organization. Once ordained,
knights of the Middle Circle accept strict demands for their
allegiance and obedience and undertake many important duties. They
provide security for Stargazer chapterhouses and may be called upon
for similar service for allies of the Stargazers. Since the
Stargazers welcome members of any class to their ranks, the knights
of the Middle Circle often deliver membership invitations to
honorable, good adventurers or expert astronomers who have served
the Outer Circle for several years. The knights often offer
missions and quests to Outer Circle adventurers, and occasionally
lead such adventures. If a mission is too important for those not
sworn to the Stargazers to know of, knights of the Middle Circle
may be assigned to work on it secretly under the cover of some more
obvious activity.

Requirements:
Alignment: Good, nonchaotic.
Base Attack Bonus: +6.
Skills: Gather Information 4 ranks, Handle Animal 7 ranks,
Innuendo 4 ranks.

Knight of the
Watch/Dispatch

Access to the details of this prestige class is restricted to
those successfully completing squiring to the Knights of the
Watch/Dispatch. This class is considered Adaptable for Bissel,
Geoff, Gran March, Keoland, Principality of Ulek, and Yeomanry .
Please contact your triad for details.

Description: Before the Greyhawk Wars, great
soldiers from Keoland, Gran March, Bissel, and Geoff united and
pledged to defend their nations from Baklunish invasion. Castles
and keeps were maintained along the Ket border, but many of these
were circumvented or overrun when Ket invaded Bissel. When Geoff
fell to an invasion of giants, Keoland and Gran March became sole
centers of Watch activity. The Knights have since returned to
Bissel, and some are in Sterich.

Requirements:
Alignment:
Base Attack Bonus:
Skills:

Mage of the Arcane Order

Tome and Blood Description: Also called a
“guildmage,” this is a spellcaster who belongs to an academy and
guild known as the Arcane Order. In casual conversation, the
academy is called the Order, or sometimes “that college of
wizardry.” It is both a school for fledgling spellcasters and a
guild for those of advanced knowledge and power.

Requirements:
Skills: Knowledge (arcana) 8 ranks.
Feats: Two metamagic feats, one of which must be Cooperative
Spell.
Spells: Ability to prepare and cast arcane spells of 2nd level or
higher.
Special: Prospective members must pay an initiation fee of 750
gp.

Mask of Johydee

(Dragon Magazine #302 (Living Greyhawk Journal #18) Available
from Piazo Press)
Piazo Press Description: The faith of Johydee is
an ancient one, and her followers are scattered across the
Flanaess. Many sages speculate that members of the masks of Johydee
can be found in lands far from the Iron League, but certainly the
greatest concentration inhabits the southeastern Flanaess. Adopting
many different guises, masks serve as the hidden guardians of the
Oeridian people. They prefer to use the weapons of their foes
against them, following the ancient example of Johydee. (In ancient
times, the Hidden Empress tricked the Lords of Evil to fashion for
her a mask that allowed her to take any shape, which she then used
to rescue her people from thralldom.) Given their very nature, it
is unknown whether the masks represent a vast network spanning the
Flanaess or merely isolated individuals quietly fighting their own
private wars against the enemies of all things Oeridian.

Requirements:
Alignment: Neutral Good.
Base Attack Bonus: +5
Skills: Disguise 6 ranks, Gather Information 6 ranks, Spot 4
ranks.
Feats: Alertness, Skill Focus (Bluff, Diplomacy, or Gather
Information).
Special: The character must be an ardent worshiper of Johydee and
must speak Old Oeridian.

Master of Chains

Sword and Fist Description: The master of
chains is a combatant specializing in the use of
chains–specifically the spiked chain–as a weapon. They usually
have a sinister aura about them, and are never completely good.
They use chains as tools of terror and intimidation as much as
weapons. Along with their use of chains, they are good with locks
as well.

Requirements:
Alignment: Any nongood.
Skills: Escape Artist 6 ranks, Open Lock 4 ranks, Intimidate 4
ranks.
Feats: Exotic Weapon Proficiency (spiked chain), Expertise,
Improved Trip, Improved Disarm, Weapon Focus (spiked chain), Weapon
Specialization (spiked chain).
Ability Score: Int 13+ (required for Expertise).

Mindbender

Tome and Blood Description: Mindbenders seek to
control the thoughts and dreams of others. From an early age, those
destined to walk this path learn little tricks of manipulation to
get their way. Later, they turn to spellcasting to enhance their
already impressive skills at bluffing, intimidating, and otherwise
dealing with people to their own advantage. Magic holds the promise
of complete mental domination, and the mindbender realizes it
spectacularly.

Requirements:
Skills: Bluff 4 ranks, Diplomacy 4 ranks, Intimidate 4 ranks,
Sense Motive 4 ranks.
Feat: Leadership (see page 45 of the Dungeon Master’s Guide).
Spells: Ability to cast arcane spells of 3rd level or higher.

Order of the Bow Initiate

Sword and Fist Description: The Way of the Bow
is used by some for spiritual self-improvement, by others a
philosophical art. Others practice it as a way of life, and yet
others employ it as a religious ceremony. Of course, many find the
art of killing with the bow to be an important skill in a dangerous
world. The Way of the Bow is always what you make of it.

Requirements:
Base Attack Bonus: +5.
Skills: Knowledge (religion) 2 ranks.
Proficiency: Longbow or shortbow or composite longbow or composite
shortbow.
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus
(longbow or shortbow or the composite version of either, Weapon
Specialization (longbow or shortbow or the composite version of
either).

Order of the Hart:
Knight of Furyondy

Description: Once the least militant major
knighthood in the Flanaess, the Order of the Hart have lately
become more “agressively defensive” in nature. The Knights of Order
of the Hart were formed in the ancient days to serve the needs of
countries of Old Ferrond (Furyondy, Highfolk, and Veluna). They are
a martial order that serves to protect these nations from invasion,
support the local governments, seek out unknown threats, and to
help fill the coffers of these nations. The Order is not religious,
and there are no official religious requirements, however, most
members worship or serve Heironeous, and a few follow Mayaheine or
St. Cuthbert.

Requirements:
Alignment: Any Good.
Base Attack Bonus: +7.
Skills: Ride 6 ranks, Diplomacy 4 ranks, Knowlege (Local) 2 ranks,
Knowledge (Geography) 2 ranks, Knowledge (Nobility and Royalty) 2
ranks.
Feats: Mounted Combat, Leadership, Heavy Armor Proficiency,
Martial Weapon Proficiency (all).
Race: Human, elf, or half-elven.
Special: Must follow Code of Conduct. Must have performed a deed
of great honor, bravery, courage, and service and be invited to
join by an existing member. Must swear to defend Furyondy, the High
Forest, and Veluna.

Order of the Hart:
Knight of the High Forest

Description: Once the least militant major
knighthood in the Flanaess, the Order of the Hart have lately
become more “agressively defensive” in nature. The Knights of Order
of the Hart were formed in the ancient days to serve the needs of
countries of Old Ferrond (Furyondy, Highfolk, and Veluna). They are
a martial order that serves to protect these nations from invasion,
support the local governments, seek out unknown threats, and to
help fill the coffers of these nations. This branch’s forty-five
members are exclusively drawn from the ranks of the elves. These
elves are skilled in forest skirmishing. They spend their time
outside the forest as merchant lords in the High Vale, where they
are justly hailed as heroes.

Requirements:
Alignment: Any good.
Base Attack Bonus: +5.
Skills: Diplomacy 4 ranks, Survival 4 ranks.
Languages: Elven and Sylvan.
Race: Elf or half-elf.
Feats: Alertness, Improved Initiative, Martial Weapon Proficiency
(all).
Special: Must follow Code of Conduct. Must have performed a deed
of great honor, bravery, courage, and service and be invited to
join by an existing member. Must swear to defend the High Forest,
Furyondy, and Veluna.

Order of the Hart:
Knight of Veluna

Description: Once the least militant major
knighthood in the Flanaess, the Order of the Hart have lately
become more “agressively defensive” in nature. The Knights of Order
of the Hart were formed in the ancient days to serve the needs of
countries of Old Ferrond (Furyondy, Highfolk, and Veluna). They are
a martial order that serves to protect these nations from invasion,
support the local governments, seek out unknown threats, and to
help fill the coffers of these nations. There are but one hundred
and twenty knights of Veluna the most politically active branch of
the Order, though each is of great repute and commands many
sergeants and warriors. The Knighthood once admitted only fighters,
but recent years have seen the admittance of several fighting
priests. All members of the Knights of Veluna are land owners, and
they value diplomacy and negotiation as much as they value skill
with the blade. The Order is not religious, and there are no
official religious requirements, however, most members worship or
serve Heironeous, and a few follow Mayaheine or St. Cuthbert.

Requirements:
Alignment: Any Good.
Base Attack Bonus: +7.
Skills: Ride 6 ranks, Diplomacy 6 ranks, Knowlege (Local) 2 ranks,
Knowledge (Nobility and Royalty) 4 ranks.
Feats: Mounted Combat, Leadership, Heavy Armor Proficiency,
Landlord, Martial Weapon Proficiency (all).
Race: Human, elf, or half-elven.
Special: Must follow Code of Conduct. Must have performed a deed
of great honor, bravery, courage, and service and be invited to
join by an existing member. Must swear to defend Veluna, the High
Forest, and Furyondy.

Outlaw of the Crimson Road

Song and Silence Description: An outlaw of the
crimson road might be a failed revolutionary, a loyal supporter of
some deposed ruler, or merely an ordinary individual who angered
the wrong person at the wrong time. With a sentence of death
hanging over his head, he has taken to living outside society’s
laws, robbing all who pass except those under his special
protection.

Requirements:
Base Attack Bonus: +4.
Skills: Bluff 5 ranks, Disguise 5 ranks, Gather Information 5
ranks, Intimidate 5 ranks, Ride 5 ranks.
Feats: Expertise, Improved Initiative.
Special: An appropriate legal authority must pronounce a writ of
outlawry upon the character, though he need not actually be guilty
of any of the crimes named therein. In addition, the character must
swear to abide by the Outlaw’s Code.

Rangers of the Gnarley
Forest

Description: This group holds three goals above
all others: to protect the integrity of the forest, to help good
folk in need, and to worship a power of good (especially Ehlonna).
The organization is not concerned about politics or squabbles over
land. They render aid to the lost, injured, and persecuted with in
their woods, but their first concern is always the forest’s
welfare.

Requirements:
Alignment:
Base Attack Bonus:
Skills:
Spells:
Equipment:
Special:

 

Red Avengers

Sword and Fist Description: The Red Avenger is
the master of ki, an ancient and formidable discipline that allows
the user to accomplish the extraordinary. Through study and
training, the Red Avenger learns to channel ki energy and thereby
achieve a variety of effects, up to and including the ability to
damage an opponent by releasing the ki energy in her own body.
Though their primary concerns revolve around settling an age-old
score, the Red Avengers sometimes accept employment with those who
can afford their services, becoming agents of injury and
destruction.

Requirements:
Base Attack Bonus: +5.
Skills: Listen 8 ranks, Tumble 8 ranks.
Feats: Improved Unarmed Strike, Stunning Fist.

Royal Explorer

Song and Silence Description: Keoland monarchs
enjoy learning of other lands and cultures, but pressing matters of
state often keep them tied to their throne rooms. So for years,
they have sponsored crack teams of explorers who travel the length
and breadth of the world, then return to deliver reports on faraway
wonders. Accordingly, the royal library of Keoland has the best
selection of maps in the world, as well as a fascinating series of
journals known as the Minutes of the Royal Explorers Society.

Requirements:
Skills: Decipher Script 5 ranks, Intuit Direction 8 ranks,
Wilderness Lore 5 ranks.
Feats: Alertness, Endurance.
Special: The character must be admitted to the Royal Explorers
Society. This requires fulfilling all the requirements listed above
and also submitting a verifiable report of a significant
exploration to the society’s review council. Such a report should
include, at minimum, a detailed map of the area explored,
descriptions of native flora and fauna, a narrative of encounters
with the area’s inhabitants, and a significant relic (preferably
magical) brought back for the society’s museum.

Silent Ones

This class is considered Adaptable for the Sheldomar Valley
Meta-region. Contact for this organization is the Keoland point of
contact triad.

{Reprinted from Living Greyhawk Journal #4 on the Living
Greyhawk website)
Living Greyhawk website Description: Silent Ones
are members of a mysterious and ancient order of spellcasters based
in the Sheldomar Valley of the Flanaess. They seek out lost magical
lore and forever lock it from would-be abusers. In their vaunted
libraries in the Lonely Tower, the Silent Ones guard countless
secrets regarding pre-Cataclysms history, the Great Migrations, and
the evolution of magical theory from the dawn of time to the
present day.

Requirements:
Membership: Silent Ones are pledged to the tenets of the order and
must submit to the authority of the Tower.
Race: Human (primarily of Suel descent; half-elves and Oeridians
are rarely accepted).
Spellcasting: Ability to prepare arcane spells without need for a
spellbook.
Skills: Gather Information 4 ranks, Knowledge (arcana) 8 ranks,
Knowledge (history) 4 ranks, Knowledge (religion) 4 ranks, Spell
Craft 10 ranks.
Language: Must speak Ancient Suel.
Feats: Spell Focus (Divination).
Alignment: Lawful neutral or neutral.

Spymaster

Song and Silence Description: Some adventurers
glory in their reputations–the wider their exploits are known, the
happier they are. By contrast the spymaster prefers to avoid
attention. She does her work quietly and in private, keeping well
away from public scrutiny. To allay suspicions, she often maintains
a cover identity by pretending to be a member of some other
character class–typically the one in which she began her
career.

Requirements:
Base Attack Bonus: +5.
Skills: Bluff 5 ranks, Gather Information 5 ranks, Innuendo 5
ranks.
Feats: Skill Focus (Bluff).
Special: The character must have 5 ranks in each of two skills
fror the following list: Diplomacy, Disguise, Forgery, and Sense
Motive.

Veth

(Reprinted from Living Greyhawk Journal #2 on the Living
Greyhawk website)
Living Greyhawk website Description: As the only
trusted spellcasters among the bargefolk, the vetha are able to
exert a subtle though powerful influence on the Rhennee lords. None
truly know where their magic originates; most believe that the
vetha are born with a tenuous yet vital link to the homeland of
Rhop. They tend to phrase their counsel in riddles, and are often
accused of being intentionally abstruse.

Requirements:
Race, Sex and Age: Rhennee female, aged 35 or older.
Skills: Heal 4 ranks, Scry 8 ranks.
Feats: Craft Wondrous Item.
Special: The ability to cast arcane spells without the need of
memorization or spellbooks.

Warmaster

Sword and Fist Description: Graduates of the
College of War–Called warmasters–have served Furyondy’s military
for generations, providing most of the Army’s high-ranking
generals. Receiving an assignment to train at the College or War is
the best assignment a young officer can hope for, and those who
excel in the harsh training there become a formidable presence on
the battlefield.

Requirements:
Base Attack Bonus: +7.
Diplomacy: 5 ranks.
Alignment: Any nonchaotic, nonevil.
Feats: Leadership (found in the Dungeon Master’s Guide), Martial
Weapon Proficiency, Weapon Specialization.

Watch Detective

Masters of the Wild Description: The watch
detective specializes in solving mysteries. Using a battery of
clue-ferreting skills and abilities, he evaluates and discards
possibilities until only one remains–the truth. The Rule of
Evidence to which he ascribes restrains him from using his gifts to
gain the truth through unfair means, demanding that he focus only
on tangible facts as proof. Of course, once the watch detective
solves the mystery, it’s likely that the guilty party won’t want to
be brought to justice. Thus, it’s also important for the watch
detective to know the techniques of combat.

Requirements:
Alignment: Any nonevil.
Skills: Gather Information 4 ranks, Knowledge (any) 4 ranks,
Search 8 ranks.
Feats: Track.
Special: The watch detective must honor the Rule of Evidence (as
described for this prestige class in Masters of the Wild). If he
abandons this code, he loses all special abilities of the prestige
class until he retrains for six months under a local authority.

Wayfarer Guide

Tome and Blood Description: The wayfarer guide
focuses on honing her skills at instantaneous magical
transportation. Unlike spellcasters of other prestigious
associations, a wayfarer guide need not devote years of her life to
the art of teleportation nor focus her attention overmuch on the
pursuit of perfection. Still, she learns secrets of the trade that
are only available through employment with the Wayfarers’
Union.

Requirements:
Skills: Knowledge (arcana)10 ranks, Knowledge (geography) 10
ranks.
Feats: Sanctum Spell, Skill Focus (Knowledge [Geography]).
Spells: Ability to cast teleport.
Special: A prospective wayfarer guide must join the Wayfarer’s
Union (although she can later quit without losing previous acquired
levels).


Windrider

Masters of the Wild Description: The windrider
is a specialist in mounted combat, but hers is no ordinary mount.
The creature she rides is at least unusual and often
rare–sometimes even bizarre. Although an experienced windrider can
ride anything that runs, swims, or flies, the typical member of
this prestige class settles on one particular kind of mount as a
personal favorite.

Requirements:
Base Attack Bonus: +5.
Skills: Handle Animal 8 ranks, Knowledge (nature) 6 ranks, Ride 8
ranks.
Feats: Mounted Combat.
Special: Must have a mount.

Initial source for this list
http://www.wizards.com/default.asp?x=lg/articles/20030603prestigeadaptable