Greyhawk Core PrCs

Greyhawk Core Prestige Classes

Characters may take levels in any of these prestige classes
without restriction (they must still meet the requirements set
forth by the class itself of course).

Arcane Archer

Dungeon Master’s Guide Description: Master of
the elven warbands, the arcane archer is a warrior skilled in using
magic to supplement her combat prowess. Beyond the woods, arcane
archers gain renown throughout entire kingdoms for their
supernatural accuracy with a bow and their ability to imbue their
arrows with magic. In a group, they can strike fear into an entire
enemy army.

Race: Elf or half-elf.
Base Attack Bonus: +6.
Feats: Weapon Focus (longbow or shortbow), Point Blank Shot,
Precise Shot.
Spellcasting: Ability to cast 1st-level arcane spells.

Arcane Trickster

Tome and Blood Description: Arcane tricksters
combine their knowledge of spells with a taste for intrigue,
larceny, or just plain mischief. They are among the most adaptable
of adventurers.

Alignment: Any nonlawful.
Skills:Decipher Script 7 ranks, Disable Device 7 ranks, Escape
Artist 7 ranks, Knowledge (arcana) 4 ranks.
Spells: Ability to cast mage hand and at least one arcane
spell of 3rd level or higher.
Special: Sneak Attack +2d6.


Dungeon Master’s Guide Description: The highest
art is magic–often refered to as the Art. Its most
advanced practitioners are frequently archmages, characters who
bend spells in ways unavailable to other spellcasters. An archmage
gains strange powers and the ability to alter spells in remarkable
ways, but must sacrifice some of her spell capability in order to
master these arcane secrets.

Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.
Feats: Skill Focus (Spellcraft), Spell Focus in two schools of
Spells: Ability to cast 7th-level arcane spells, knowledge of
5th-level or higher spells from at least five schools.

Bladesinger Revised class

(revision appears on the D&D web enhancement section of Tome
and Blood. )

Tome and Blood Web Enhancement Description:
Bladesingers are elves who have blended art, swordplay, and arcane
magic into a harmonious whole. In battle, a bladesinger’s lithe
movements and subtle tactics seem beautiful, and belie their deadly
martial efficiency.

Race: Elf, half-elf.
Base Attack: +5.
Skills:Concentration 4 ranks, Perform 3 ranks (dance, sing, plus
any 1 other), Tumble 3 ranks.
Feats:Combat Casting, Dodge, Expertise, Still Spell, Weapon Focus
Special: Proficient with longsword. The ability to cast 1st-level
arcane spells.


Masters of the Wild Description: The bloodhound
tracks down wrongdoers and brings them to whatever justice awaits
them. Low-level Bloodhounds depend on their keen senses and careful
training to hunt their targets. As they gain experience, their
obsessive determination gives them supernatural abilities that make
them nearly unstoppable.

Base Attack Bonus: +4.
Skills: Gather Information 4 ranks, Move Silently 4 ranks,
Wilderness Lore 4 ranks.
Feats: Run, Track.

Candle Caster

Tome and Blood Description: Also called “spell
chandlers,” these specialists fill their time fashioning candles,
both for esthetics and for power. The spells stored therein are
revealed as the flame ignites and disperses the wax medium.
Moreover, the wax itself shapes and molds stored spells so that
they are enhanced by the burning flame.

Skills: Craft (candlemaking) 6 ranks.
Feat: Great Fortitude.
Spells: Ability to cast 3rd level spells.
Special: The candle caster must initially possess a supply of at
least 100 tindertwigs.


Sword and Fist Description: Representing the
ultimate in mounted warfare, the cavalier is the quintessential
knight in shining armor. The charge of the cavalier is among the
most devastating battlefield offensive weapons any culture can hope
to field.

Alignment: Lawful.
Base Attack Bonus: +8.
Skills: Handle Animal 4 ranks, Knowledge (nobility and royalty) 4
ranks, Ride 6 ranks.
Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Weapon
Focus (lance), Weapon Focus (any sword).
Equipment: Masterwork heavy armor and masterwork large shield.

Consecrated Harrier

Defenders of the Faith Description: The
consecrated harrier acts as a bounty hunter for her religion or
organization. Where church inquisitors hunt evil and corruption
within a church and other champions of good fight external forces
of evil in general, a consecrated harrier hunts blasphemers,
heretics, and those who betray or attack the church directly. For
instance, a consecrated harrier might accept a mission to track
down and kill an ogre that defiled a shrine, or bring a heretic
before the heads of her church. The mission is always related to
either a single, specific offense of blasphemy or defilement, or to
the source of a heresy. The church assigns missions or targets as

Alignment: Any lawful.
Base Attack Bonus: +5.
Skills: Disguise 5 ranks, Gather Information 5 ranks, Profession
(lawyer) 5 ranks.
Feats: Track.
Special: The candidate must accept an assignment from her church
to locate and destroy some specific, individual enemy of the
church. A character who fails must wait a year and a day before
applying again. If she succeeds, the church accepts her as a
consecrated harrier and she may gain levels in the class.


Defenders of the Faith Description: For any
servant of a deity, no joy is greater than at those rare moments
when the presence of her patron deity is a real, tangible force,
sending shivers of power through her body and sending her soul
soaring. For some, the taste for this experience is such a powerful
attraction that they begin devoting their lives to cultivating it,
hoping to attain greater closeness to their deity through a life of
contemplation. Spending hours in prayer and meditation, these
devoted followers purify their souls, fitting them for closer
contact with the divine. While some contemplatives withdraw from
the world into private retreats, others remain active, even
adventuring, finding that true nearness to their deity comes from
living out the deity’s will in the world. In return they find their
minds, bodies, and souls purified, perfected, and finally brought
close to union with their deity.

Skills: Knowledge (religion)13 ranks.
Special: Must have had direct contact with one’s patron deity or a
direct servant of that deity, or with an enlightened being
embodying the highest principles of an alignment (a solar, for

Deepwood Sniper

Masters of the Wild Description: A deepwood
sniper is patient, careful, quiet, and deadly accurate. She is a
stealthy, long-range terminator whose arrows sail accurately from
much longer ranges than those of other archers. In addition, she
has magical abilities to help her shafts fly true.

Base Attack Bonus: +5.
Skills: Hide 4 ranks, Move Silently 4 ranks, Spot 4 ranks.
Feats: Far Shot, Point Blank Shot, Weapon Focus (any bow or

Devoted Defender

Sword and Fist Description: The devoted
defender is a professional guardian. She is an individual who is
skilled at protecting a designated client from harm, often by
taking her charge’s place as the target of threats and attacks. In
return for these services, the devoted defender usually receives
compensation in the form of coin, room and board, and sometimes in
resources such as access to magic healing, but the exact details of
the agreement are between the individual devoted defender and her
employer. It is not uncommon for a noble or other important
personage to number at lest one devoted defender among his personal
retinue, and sometimes to make a devoted defender the chief of his
security services.

Base Attack Bonus: +5.
Skills: Search 4 ranks, Sense Motive 4 ranks, Spot 4 ranks.
Feats: Alertness, Weapon Focus (any melee weapon).

Divine Oracle

Defenders of the Faith Description: Some people
call them mad, and certainly some divine oracles are driven mad by
the visions they see. Some people doubt their words; indeed, some
divine oracles are cursed never to be believed. Wherever the
deities are know to speak to mortals, some mortals hear their
voices with a unique clarity and gain insight into the past, the
present, and the future by virtue of their unusual status. Divine
oracles are such mortals, blessed–or cursed–by visions from their

Skills: Scry 10 ranks.
Feat: Skill Focus (Scry).


Dungeon Masters Guide Description: In a world
with heavily armored knights on huge, galloping chargers and
powerful mages wielding mind-churning spells, there’s no place for
the daring swashbuckler who relies on his wits and reflexes to
survive, right? Wrong. The duelist proves that precision and skill
are viable alternatives to massive weapons and agility is a viable
alternative to heavy armor.

Base Attack Bonus: +6.
Skills: Perform 3 ranks, Tumble 5 ranks.
Feats: Dodge, Mobility, Weapon Finesse.

Dungeon Delver

Song and Silence Description: In many ways, the
dungeon delver is the ultimate expression of the adventuring rogue.
He’s skilled at moving stealthily through all types of dungeon
terrain, detecting and disarming inconvenient traps, bypassing
locks, locating treasure, and filching protected items.

Skills: Climb 10 ranks, Craft (stonemasonry) 5 ranks, Disable
Device 10 ranks, Hide 5 ranks, Move Silently 5 ranks, Open Lock 10
Ranks, Search 10 ranks.
Feats: Alertness, Blind-Fight.
Special: To become a dungeon delver, a character must first
survive a great trial underground. This usually takes one of three
A solo dungeon expedition that earns the character one-half of the
experience points needed for advancement to the next level. (For
example, a 7th-level character must earn 3,500 XP on such a solo
run.) The character must complete the venture in one week, though
he may leave the dungeon and return as often as desired during that
Survival of a cave-in or other collapse (see Cave-Ins and
Collapses in Chapter 4 of the Dungeon Master’s Guide).
Living for a year without seeing the light of the sun, usually
among underground denizens such as deep dwarves or drow.

Dwarven Defender

Dungeon Master’s Guide Description: The
defender is a sponsored champion of a dwarven cause, a dwarven
aristocrat, a dwarven deity, or the dwarven way of life. As the
name might imply, this character is a skilled combatant trained in
the arts of defense. A line of dwarven defenders is a far better
defense than a 10-foot-think wall of stone, and much more

Alignment: Any Lawful.
Race: Dwarf.
Base Attack Bonus: +7.
Feats: Dodge, Endurance, Toughness.

Eldritch Knight

Dungeon Master’s Guide Description: Studying
the martial and arcane arts to equal degree, the eldritch knight is
a versatile combatant who can cast a fireball on her foes or charge
them with sword drawn. The eldritch knight takes pride in her
ability to use the right technique for the job: spells against
physically tough foes and force of arms against spellcasting

Weapon Proficiency: Must be proficient with all martial
Spells: Able to cast 3rd-level arcane spells.

Elemental Savant

Tome and Blood Description: Elemental savants
study the basic building blocks of existence–air, earth, fire, and
water–learning to harness their powers. Eventually they transcend
their mortal forms and become elemental beings.

Skills: Knowledge (arcana) 8 ranks, Knowledge (the planes) 8
Feat: Energy Substitution (acid, cold, electricity, or fire).
Spells: Ability to cast at least three spells with one of the
acid, cold, electricity, or fire descriptors and at least one
summon spell. At least one of these spells must be 3rd level or
higher. Alternatively, the character must be able to cast at least
on spell of 3rd level or higher and have access to one of the
following clerical domains: Air, Earth, Fire, or Water.
Special: The elemental savant must have made prior peaceful
contact with an elemental or with an outsider having an elemental
subtype (Air, Earth, Fire, or Water).

Exotic Weaponmaster

Masters of the Wild Description: Swords and
axes do not a warrior make. Such might be the unvoiced motto of the
exotic weapon master–a student of her world’s most unusual and
bizarre weapons. For the exotic weapon master, the intricacies of
the shuriken, the siangham, the dire flail, and the hand crossbow
pose no difficulty at all. The unusual weapons are her trade, and
in her hands, they become instruments of destruction.

Base Attack Bonus: +6.
Feats: Exotic Weapon Proficiency (any three).
Special: Ability to rage.


Tome and Blood Description: A fatespinner (also
called a “mage of many fates”) has pulled back the curtain of
chance, circumstance, and chaos to glimpse a deeper truth:
probability. When one event occurs, innumerable possible ones do
not, as the universe blindly seeks balance. Through his newfound
understanding, the fatespinner satisfies that unthinking
drive–with prejudice. He can increase the probability of events in
his favor, at the expense of a greater probability of undesirable

Skills: Knowledge (arcana) 8 ranks, Knowledge (any) 8 ranks.
Spells: Ability to cast arcane spells of 3rd level or higher.
Special: The fatespinner must have avoided death (or sever
calamity) by the machinations of fate. For instance, if he misses a
ferry crossing to the nearby Isle of Sadonne due to a strange
premonition that caused him to tarry overlong at the landing, and
learns that the ferry was lost with all aboard to a sudden storm,
it can be said that fate has spared him.

Foe Hunter

Masters of the Wild Description: The foe hunter
has but one purpose in life: to kill creatures of the type she
hates. She is willing to pay any price or risk any danger to
prevail against this hated foe. Her blade is anathema to such
creatures, and her body is more often then not proof against their
attacks. Though her hatred of this enemy is boundless and unending,
it is not unthinking or rash. She lives to put and end to her hated
foe, but she does not throw away her own life needlessly.

Base attack Bonus: +7.
Feats: Track, Weapon Focus (any).
Language: The language (if any) of the intended hated enemy.
Special: The character must have a favored enemy.


Masters of the Wild Description: The forsaker
rebels against the magic of the fantastic world around him. It’s
not that he doesn’t believe in it, he knows full well that magic is
real. He has felt its all too tangible power burn over his skin or
wrest control of his mind from him. While others may ignore the
dangers of magic and succumb to its siren call of power, the
forsaker knows better. To him, sorcery is nothing but a crutch that
coddles and weakens its users. By depending upon his own resources
alone, the forsaker becomes stronger, tougher, smarter, and more
nimble than any of these companions. To that end, he treads a
lonely path, deliberately depriving himself of magic’s benefits and
destroying any magic items he finds.

Feats: Great Fortitude, Iron Will, Lightning Reflexes.
Special: The character must once have been the victim of a magical
attack that seriously wounded him or threatened his life. He must
also sell or give away all his magic items (including magic
weapons, armor, and potions) and renounce the use of any
spellcasting and spell-like abilities he previously used.


Masters of the Wild Description: Geomancy is
the art of channeling magical energy from many sources through the
land itself. A geomancer may research like a wizard, pray like a
cleric, or sing like a bard, but he casts spells as only a
geomancer can. In the area he calls home (be it high on a mountain,
deep in a forest, or even beneath an ocean) he weaves ley
lines–powerful connections to the land itself. The spells he casts
through these connections with the earth are reflections of his own
strength of will. As the geomancer progresses, however, the effort
of gathering magic through the earth takes a physical toll on him,
making him more and more like the land and its creatures.

Skills: Knowledge (arcana) 6 ranks, Knowledge (nature) 6
Spells: Ability to cast 2nd-level arcane spells and 2nd-level
divine spells.


Sword and Fist Description: A mysterious figure
becomes visible at the edge of town. Unheralded and unnoticed until
his first step onto the dried-mud street, the stranger’s only
companion is soundlessness. He draws the wordless gaze of children
who cease their play and scurry to seek a hidden place to watch
him, unseen. From behind shuttered windows and closed doors,
parents and shopkeepers end their conversations as their eyes
follow his slow steps. The din of the blacksmith dies and the
sudden whinny of a horse is blasphemously loud. No one saw this one
before he seemed to appear out of the summer’s haze, but the know
their lives will change before he has gone.

Alignment: Lawful good, lawful evil, chaotic good, chaotic evil,
or true neutral.
Base Attack Bonus: +6.
Skills: Intimidate 4 ranks, Move Silently 4 ranks.
Feats: Endurance, Iron Will, Toughness.


Sword and Fist Description: Gladiators are
trained warriors who fight in front of spectators in arenas large
and small. Usually they face other gladiators in combat, but larger
arenas sometimes offer group battles. Some even feature man vs.
monster matches, pitting one or more gladiators against a beast
captured from the wilderness. The spectators cheer wildly for their
favorite gladiators, and many bet vast sums on a combat’s outcome.
No one wagers more than the gladiator herself does, for often a
match ends only when the loser dies.

Base Attack Bonus: +5.
Skills: Perform of Intimidate 4 ranks (Crowds respond best to the
most attractive and menacing combatants.)
Feats: Must have at least two feats from the list of fighter bonus
feats. You do not have to earn them as a fighter, but they must
appear on that list.

Halfling Outrider

Sword and Fist Description: The semi-nomadic
culture of the halfling race often results in sudden encounters
with peril. To safeguard themselves, many halfling communities turn
to their outriders, an elite champion whose task it is to warn his
fellows of, and protect them from danger. The outrider is naturally
skilled in the arts of riding and scouting.

Base Attack Bonus: +5.
Race: Halfling.
Skills: Listen 4 ranks, Ride 6 ranks, Spot 4 ranks.
Feats: Mounted Archery, Mounted Combat.


Dungeon Master’s Guide Description: A divine
spellcaster who rises high in the service of his deity gains access
to spells and abilities of which lesser faithful can only dream.
The hierophant prestige class is open to powerful divine
spellcassters who are approaching access to the strongest and most
difficult divine spells. They delay the acquisition of these
greatest gifts in exchange for a deeper understanding of and
ability to control the power they channel.

Skills: Knowledge (Religion) 15 ranks.
Feats: Any metamagic feat.
Spells: Able to cast 7th-level divine spells.

Holy Liberator

Defenders of the Faith Description: The holy
liberator is a holy warrior, a distant cousin of the paladin, who
is dedicated to overthrowing tyranny wherever it may be found.
These champions of freedom and equality are strong-willed,
independent-minded, and virtuous. They particularly direct their
efforts against lawful evil societies (dictatorships or
plutocracies), slaveholders and slave traders, and powerful,
corrupt governments, but they also recognize the possibility for
tyranny even in a state of anarchy (where strong individuals may
impose their will on people weaker than they.)

Alignment: Chaotic Good.
Base Attack Bonus: +5.
Skills: Diplomacy 5 ranks.
Feats: Iron Will.

Horizon Walker

Dungeon Master’s Guide Description: The horizon
walker is an unceasing traveler to the universe’s most dangerous
places. As her journeys take her from place to place, she adapts to
become one with her environment. In time, she develops a mystic
connection with the ground beneath her feet. But she is by no means
tied to a particular place, her restless feet are ever leading her
toward the horizon, wher new adventures wait.

Skills: Knowledge (Geography) 8 ranks.
Feats: Endurance.


Sword and Fist Description: The lasher prestige
class uses the whip as an extension of herself. A whip in the hands
of a lasher is like unto a live thing, obeying the character’s
every command. Lasher training goes far beyond simple exotic weapon
proficiency, and not all who take up the discipline survive to its
end. Lashers prefer to use a whip or a whip dagger (exotic weapons,
both). Their ability with the whip makes them deadly warriors to be
reckoned with.

Base Attack Bonus: +5.
Skills: Craft (leatherworking) 2 ranks, Rope Use 2 ranks.
Feats: Exotic Weapon Proficiency (whip), Weapon Focus (whip).
Special: The lasher must own a whip or whip dagger. Usually, a
lasher owns both types of whip (and, if wealthy enough, mighty
versions of both types).


Dungeon Master’s Guide Description: Loremasters
are spellcasters who concentrate on knowledge, valuing lore and
secrets over gold. They uncover secrets that they then use to
better themselves mentally, physically, and spiritually.

Skills: Two Knowledge Skills (any) 10 ranks each.
Feats: Any three metamagic or item creation feats, plus Skill
Focus (Knowledge [any individual Knowledge skill]).
Spellcasting: Ability to cast seven different divinations, one of
which must be 3rd level or higher.


Psionics Handbook Description: The metamind
knows that accumulating the most power in the shortest time is the
key to psionic superiority. They are unconcerned with glamor or
flashy ways, but single-mindedly determine to amass as much psychic
power as possible.

Characters may use the alternate Metamind described by Monte

Manifesting: Ability to manifest two different powers, one of
which must be 2nd level or higher.
Feats: Inner Strength.
Skills: Psicraft 6 ranks, Knowledge (psionics) 6 ranks.

Mystic Theurge

Dungeon Master’s Guide Description: Blurring
the line between divine and arcane, mystic theurges draw power from
divine sources and musty tomes alike. While most spellcasters
choose one path to magical pwer, mystic theurges walk two roads at
once, simultaneously mastering spells common to clerics and

Skills: Knowledge (Arcane) 6 ranks, Knowledge (Religion) 6
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane


Masters of the Wild Description: The oozemaster
is not a class for stable individuals. It involves relating
one-on-one with things that relate to nothing at all. Unlike the
animal lord’s kindred creatures, the oozemaster’s charges have
nothing to say. No one has yet developed a speak with ooze
spell–or if someone has, the ooze haven’t responded. Given that
oozemasters exude everything but confidence, most of them have few
sentient friends and even fewer guests. Thus, they tend to gibber
and talk to themselves a lot.

Skills: Alchemy 4 ranks, Swim 4 ranks.
Feats: Greater Fortitude.
Spellcasting: Able to cast 3rd-level arcane or divine spells.


Psionics Handbook Description: A pyrokineticist
is a character who has discovered that a little psionic power goes
a long way — if you are interested only in fire. A pyrokineticist
finds both beauty and utility in the chaotic shape of flame, its
spectrum of fuel-dependent colors, its warming heat, and its
never-ending hunger.

Characters may use the alternate Pyrokineticist described by
Monte Cook.

Skills: Alchemy 1 rank, Knowledge (psionics) 1 rank
Base Power Points/Day: 10+ (not including bonus power points).
Alignment: Any chaotic.
Powers: Control Flames.
Special: Must have set fire to a structure of any size just to
watch it burn.


Sacred Exorcist

Defenders of the Faith Description: Through
elaborate rites that may include dancing, drumming, beating a
possessed person on the soles of the feet, liberal use of holy
water, or many other means, sacred exorcists hope to drive away
spiritual forces of evil, preventing them from causing harm to the
bodies and souls of humanity. Sacred exorcists are serious about
their work and very devoted to their religion. Not all of them are
dour and grim, but most are. Their determination to combat the
forces of evil in the world–along with their special ability to do
so–more than makes up for their lack of humor.

Alignment: Any good.
Skills: Knowledge (the planes) 7 ranks, Knowledge (religion) 10
Spells: Ability to cast dismissal or dispel evil.
Special: Adopting this prestige class requires the sanction of a
church or order that ordains sacred exorcists. Only characters
judged by their church to be exemplary in faith and devotion,
strong of will and upright in morality, are made sacred

Sacred Fist

Defenders of the Faith Description: Sacred
fists are independent organizations found within many temples.
Their ascetic members have turned their divine magic inward,
bringing their bodies and wills into harmony. Sacred fists have
forsworn the use of weapons and heavy armor. They consider their
bodies and minds gifts from their deity, and they believe that not
developing those gifts to their fullest potential is a sin.
Spellcasting does not dishonor them or their deity, provided the
sacred fist cast spells with a ranged of touch. Sacred fists are
strong in Faith, Will, and body.

Base Attack Bonus: +4.
Feats: Alertness, Combat Reflexes, Improved Unarmed Strike.
Spells: Ability to cast divine spells.


Dungeon Master’s Guide Description: Operating
in the border between light and darkness, shadowdancers are nimble
artists of deception. They are mysterious and unknown, never
completely trusted but always inducing wonder when met.

Skills: Move Silently 8 ranks, Hide 10 ranks, Perform (dance) 5
Feats: Dodge, Mobility, Combat Reflexes.


Masters of the Wild Description: The shifter
has no form that she calls her own. Instead, she clothes herself in
whatever shape is most expedient at the time. While others base
their identities largely on their external forms, the shifter
actually comes closer to her true self through all her
transformations. Of necessity, her sense of self is based not on
her outward from, but on her soul, which is truly the only constant
about her. It is the inner strength of that soul that enables her
to take on any shape and remain herself within.

Feats: Alertness, Endurance.
Spells: Able to cast 3rd-level spells.
Special: Alternate Form–must either know polymorph self or have a
natural alternate form, alter self, polymorph self, shapechange, or
wild shape ability.


Tome and Blood Description: The dream of
melding magic and weaponplay is fulfilled in the person of the
spellsword. A student of both arcane rituals and martial
techniques, the spellsword gradually learns to cast spells in armor
with less chance of failure. Moreover, she can cast spells through
her weapon, as well as store spells there for later use.

Base Attack Bonus: +4.
Skills: Knowledge (any) 6 ranks.
Weapon and Armor Proficiency: All simple and martial weapons and
all armor (heavy, medium, and light).
Spells: Ability to cast arcane spells of 2nd level or higher.
Special: Must have defeated a foe through force of arms alone,
without recourse to spellcasting or special class abilities.


Psionic Handbook Description: Only the naive
dismiss the illithid threat. Or so say those who have dedicated
their lives to the eradication of the mind flayer “infection.”
Psionic beings know the real danger illithids pose better than
nonpsionic individuals, but even so, most are unwilling to honor
the code of the slayer, “Do or die,” where “do” means “find and
slay illithids.”

Characters may use the alternate Slayer described by Monte

Base Attack Bonus: +3.
Skills: Knowledge (illithid lore) 1 rank, Survival 4 ranks
Base Power Points/Day: 3+ (not including bonus power points)
Feats: Track
Special: Must have killed an illithid, either individually or as
part of a group comprising no more than six members.

Soul Knife

Psionic Handbook Description: A soul knife
recognizes his own mind sa the most beautiful–and the most
deadly–thing in all creation. With this understanding and through
extended practice, a soulknife learns to forge his mental strength
into a shimmering blade of semisolid psychic energy.

Characters may use the alternate Soul Knife described by Monte

Base Attack Bonus: +3.
Skills: Move Silently 3 ranks, Knowledge (psionics) 3 ranks
Base Power Points/Day: 9+ (not including bonus power points)

Tamer of Beasts

Masters of the Wild Description: The ability to
bond with animals opens up a new way of life for some druids and
rangers. By exploring and strengthening their bonds with their
animal companions, they can improve not only the creatures’ lives,
but their own as well.

Skills: Animal Empathy 10 ranks.
Feats: Skill Focus (Animal Empathy).
Spells: Able to cast animal friendship.


Masters of the Wild Description: The tempest is
the point of calm within a whirling barrier of deadly blades. Poets
use colorful terms such as dancer to describe the movement of a
tempest and her two blades, but mastery of this fighting style is
not about dancing. Nor is it about impressing anyone–least of all
poets. The tempest focuses on learning the ultimate secrets of
two-weapon fighting for a single purpose–the destruction of her

Base Attack Bonus: +9.
Feats: Ambidexterity, Dodge, Mobility, Spring Attack, Two-Weapon
Fighting, and Weapon Finesse (any) or Weapon Focus (any).


Defenders of the Faith Description: Sworn to
the defense of a temple site, the templar is a holy warrior blessed
by her deity with combat prowess and great endurance. She bears her
deity’s favored weapon into battle and fights her deity’s enemies
without question or hesitation. In addition to defending the temple
itself, a templar may be charged with additional duties, including
a campaign to attack foes on their own home ground.

Base Attack Bonus: +5.
Skills: Knowledge (religion) 8 ranks.
Feats: Endurance, Weapon Focus (with her deity’s favored

Temple Raider of Olidamarra

Song and Silence Description: Olidammara’s
worshipers don’t have many temples of their own, but some of them
spend a great deal of time in the temples of other deities–robbing
them of every valuable that’s even remotely portable. The temple
raiders are an elite cadre of thieves who worship the Laughing
Rogue and specialize in stealing valuables and secret lore from the
temples of other deities. Few enterprises are as dangerous as
breaking into a temple, so Olidammara grants limited spellcasting
abilities to temple raiders in his service.

Alignment: Any Chaotic.
Base Attack Bonus: +5.
Skills: Disable Device 4 ranks, Open Lock 4 ranks, Search 8
Special: The character must worship Olidammara and be invited to
join the ranks of the temple raiders by at least three current
members of that prestige class.


Dungeon Master’s Guide Description: The
thaumaturgist reaches out with divine power to other planes of
existence, calling creatures there to do his bidding. Evil
thaumaturgists conspire with demons and devils to gain power on the
Material plane, while good thaumaturgists send powerful angels or
eladrins on holy quests.

Feats: Spell Focus (Conjuration)
Spells: Able to cast lesser planar ally.


Song and Silence Description: Like any large
guild, a thieves’ guild has many specialists within its
ranks–pickpockets, burglars, swindlers, and even highway robbers.
None of these, however, have the prestige of thief-acrobat–the
superlative second-story burglar who is infamous for daring
escapades across the city’s rooftops.

Alignment: Any nonlawful.
Skills: Balance 8 ranks, Climb 8 ranks, Jump 8 ranks, Tumble 8
Special: The character must have the evasion ability and be a
member in good standing of the local thieves’ guild.

Tribal Protector

Sword and Fist Description: The tribal
protector is the battlefield champion of a savage humanoid race.
While a tribe’s warriors make up the bulk of its military forces,
and barbarians may be it fiercest soldiers, tribal protectors are
disciplined and deadly fighters who lead any martial endeavor.

Alignment: The same alignment as the majority of the character’s
Race: Any humanoid or monstrous humanoid except dwarf, elf, gnome,
halfling, half-elf, or human.
Base Attack Bonus: +5.
Skills: Wilderness Lore 4 ranks.
Feats: Cleave, Great Cleave, Power Attack.

Verdant Lord

Masters of the Wild Description: Saying the
verdant lord has a green thumb is like calling a red dragon a
creature with a slight affinity for fire. The verdant lord is the
final defender of the forest. He has left behind the druid’s search
for global understanding of nature’s secrets to focus all his
energies on the world’s plant life.

Alignment: Any nonevil
Skills: Profession (herbalist) 8 ranks, Wilderness Lore 8
Feats: Plant Control, Plant Defiance.
Spells: Able to cast control plants.


Song and Silence Description: The vigilante
combines magical and mundane investigative techniques to assess a
crime scene. He’s adept at finding out “the word on the street”
about a crime, analyzing clues, and identifying likely suspects.
Once he’s on the trail, he relentlessly tails, apprehends, and
interrogates a suspect until the truth comes out. One vigilante
could work for the local ruler or the city guard, but another might
be an independent detective-for-hire. A third might even take to
the streets by night to stop crimes in progress–to keep would-be
criminals from striking in the first place.

Alignment: Any nonevil.
Base Attack Bonus: +4.
Skills: Gather Information 8 ranks, Intimidate 8 ranks, Search 8
ranks, Sense Motive 8 ranks.
Feats: Alertness.


Song and Silence Description: The roar of the
crowd, the praise of spectators after a great performance, the
showers of gifts from attractive admirers–why would anyone trade
all that for sleeping in the woods or poking around in smelly old
dungeons? The virtuoso leaves creeping down dark corridors and
matching wits against deadly traps to others. Her place is on the
stage, surrounded by adoring fans. Fortunately for her, every place
she goes becomes a stage, and as long as there’s anyone around for
her to impress, she’s in the spotlight.

Skills: Perform 10 ranks, Intimidate or Diplomacy 6 ranks.
Spells: Able to cast 0-level arcane spells (cantrips).


Defenders of the Faith Description: Warpriests
are fierce, earthy clerics who pray for peace but prepare for war.
Their strong wills, powerful personalities, and devotion to their
deities make them fearsome combatants. Clerics make good
warpriests; members of other classes need levels as a cleric before
they can quality as warpriests because of the domain

Base Attack Bonus: +5.
Diplomacy: 5 Ranks.
Sense Motive: 5 ranks.
Skills: Diplomacy 5 ranks, Sense Motive 5 ranks.
Feats: Combat Casting, Leadership.
Spells: Access to at least one of these domains: Destruction,
Protection, Strength, War. A character that can cast at least one
spell from a domain counts as having access for this purpose.
Special: Ability to channel positive or negative energy.

Weapon Master

Sword and Fist Description: The monk, the red
avenger, the drunken master, and the master samurai all harness ki
energy as part of their martial disciplines; they are not, however,
the only such persons to do so. Some pursue the study of ki by
mastering a single melee weapon. To unite this weapon of choice
with the body, to make them one, to use the weapon as naturally and
without thought as any other limb, is the goal of weapon

Base Attack Bonus: +5.
Skills: Intimidate 4 ranks.
Feats: Combat Reflexes, Dodge, Mobility, Expertise, Weapon Focus,
Whirlwind Attack.
Proficiency: With your weapon of choice.
Weapon: Masterwork weapon (unless unarmed).

Initial source for this list