Greyhawk Special PrCs

Greyhawk Special Prestige Classes

Characters may only take levels in these classes with the
explicit approval of the DM and after meeting special requirements. Some may not be
available at all due to alignment restrictions.

Acolyte of the Skin

Tome and Blood Description: The temptation of
power drives some people to extreme lengths, regardless of the
consequences. Replacing your own skin with that of a living demon
is a goal that most couldn’t even conceive of, let alone consider.
But this ghastly fate is exactly what some spellcasters seek in
their desperate quest.

Alignment: Any nongood.
Skills: Knowledge (the planes [Outer Planes]) 8 ranks.
Spells: Ability to cast 3rd-level arcane spells.
Special: The acolyte of the skin must have made peaceful contact
with a summoned evil outsider.


Dungeon Master’s Guide Description: The
assassin is the master of dealing quick, lethal blows. Assassins
also excel in infiltration and disguise. Assassins often function
as spies, informants, killers for hire, or agents of vengeance.
Their training in anatomy, stealth, poison, and the dark arts
allows them to carry out missions of death with shocking,
terrifying precision.

Alignmnet: Any evil
Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
Special: In addition, he must kill someone for no other reason
than to join the assassins.

Bane of Infidels

Masters of the Wild Description: The bane of
infidels is the leader of a xenophobic tribe. He wants nothing to
do with the outside world because the way his people do things is
the way they have always done them, and the way they always will.
Alone among his compatriots, the bane of infidels sees the
possibilities of the outside world, but he considers progress
dangerous. Allowing his people to advance would surely endanger
them and imperil his leadership. Since visitors bring danger of
change, they must die–and what better way than as sacrifices in
the name of his tribe’s religion?

Alignment: Any nongood
Skills: Intimidate 4 ranks, Knowledge (religion) 6 ranks or
Knowledge (nature) 6 ranks.
Feats: Iron Will, Leadership.
Spells: Able to cast 3rd-level divine spells.


Dungeon Master’s Guide Description: The
blackguard epitomizes evil. He is nothing short of a mortal fiend.
The quintessential black knight, this villain carries a reputation
of the foulest sort that is very well deserved. Consorting with
demons and devils and serving dark deities, the blackguard is hated
and feared b all. Some people call these villains anti-paladins due
to their completely evil nature.

Alignment: Any evil.
Base Attack Bonus:+6.
Skills: Hide 5 ranks, Knowledge (religion) 2 ranks.
Feats: Cleave, Improved Sunder, Power Attack.
Special: The blackguard must have made peaceful contact with an
evil outsider who was summoned by him or someone else.


Masters of the Wild Description: When a druid
turns away form the land, the land turns away form her. Some
ex-druids make peace with this change; others seek to restore the
bond. A few however, actually embrace their disconnection from
nature and become forces of destruction These few, called
blighters, leave their mark wherever they tread.

Alignment: Any non-good.
Special: The character must be and ex-druid previously capable of
casting 3rd-level druid spells.

Blood Magus

Tome and Blood Description: Blood magi are
formerly deceased spellcasters who, when returned to life, gain an
understanding of their blood’s importance, bequeathed by their
close call. They learn to evoke magic from this vital fluid that
sustains their lives. A blood magus cannot be trained, owing to the
unusual nature of his enlightenment, and is most likely to be a

Alignment: Any nonlawful.
Skills: Heal 4 ranks.
Feat: Toughness.
Spells: Ability to cast arcane spells of 3rd level or higher.
Special: The blood magus must have been revived after death
through another’s use of raise dead, resurrection, or other methods
of returning life to a dead body.

Eye of Gruumsh

Masters of the Wild Description: The eye of
Gruumsh is a true prestige class in the sense that all orcs respect
those who achieve it. If a candidate proves capable with the brutal
orc double axe and has no moral code to stand in the way of this
service, only the test remiains–to put out his own right eye in a
special ceremony. This is a bloody and painful ritual, the details
of which are best left undescribed. If the candidate makes a sound
during the process, he fails the test. No consequences for failure
exist, except that he can never become an eye of Gruumsh — and
he’s lost one eye.

Race: Orc or half-orc. (A character of another race that grows up
among orcs may also adopt this prestige class if the DM
Alignment: Chaotic evil, chaotic neutral, or neutral evil.
Base Attack Bonus: +6.
Feats: Exotic Weapon Proficiency (orc double axe), Weapon Focus
(orc double axe).
Special: The character must be a worshipper of Gruumsh and must
put out his own right eye in a special ritual. None of the eye of
Gruumsh’s special abilities function if he regains sight in both

Fang of Lolth

Song and Silence Description: Worshipers of
Lolth occasionally create a magic item called a fang scarab that
gives spiders an attack bonus. Such an item is ordinary
enough–until a bard or rogue makes a successful Use Magic Device
check to trick it into working for her. Though she does gain the
benefit of the fang scarab, it also fuses to her neck, beginning a
metamorphosis that could eventually turn her into a half-spider

Alignment: Any nonlawful and nongood.
Base Attack Bonus: +5.
Skills: Use Magic Device 10 ranks.
Special: The character must acquire a fang scarab and get it to
function with a successful Use Magic Device check (DC 25). This
grants her the benefits of the item and fuses it permanently to her

Fist of Hextor

Sword and Fist Description: While many view the
Fists of Hextor simply as effective if brutal mercenaries, they are
in fact templars sworn to the service of their unforgiving deity.
The world is a dark and unforgiving place, or so says the Church of
Hextor, wherein the strong survive by ruling the weak and forging
order from chaos. To support its dogma, the Church established this
elite company of templars and made them available for hire to those
whose causes complemented the Church’s ultimate goals (and who
could, naturally, afford to pay the hefty tithes necessary to
maintain a crack unit of well-armed and well-trained men and
women). The Fists are infamous for their efficient brutality:
Nowhere will an employer in need of military aid locate mercenaries
more dedicated to ensuring that the rule of law prevails over the
forces of anarchy and confusion.

Alignment: Lawful evil, neutral evil, or lawful neutral.
Base Attack Bonus: +5.
Feats: Cleave, Power Attack, Spiked gauntlet weapon
Skills: Intimidate 4 ranks, Knowledge (Religion) 4 ranks, Spot 4
Other: Must worship Hextor, and must survive the ritual ceremony
of induction into the Fist of Hextor.

Frenzied Berserker

Masters of the Wild Description: The random
madness of the thunderstorm and the unpredictability of the slaadi
come together in the soul of the frenzied berserker. Unlike most
other characters, she does not fight to achieve some heroic goal or
defeat a loathsome villain. Those are mere excuses–it is the
thrill of combat that draws her. For the frenzied barbarian, the
insanity of battle is much like an addictive drug–she must
constantly seek out more confilct to feed her craving for

Alignment: Any nonlawful
Base Attack Bonus: +6.
Feats: Cleave, Destructive Rage, Intimidating Rage, Power


Masters of the Wild Description: “Do not meet
the gaze of the shaman with the evil eye,” warn townsfolk who have
crossed paths with a hexer. Unfortunately, the typical intrepid
adventurer rarely hears such advice in time. The hexer profits by
this ignorance, surprising his victims with the power of his gaze.
Man hexers inflict curses that follow their victims like a plague.
The more powerful practitioners can engender fear, cause magical
slumber, or enthrall their victims as slaves with a mere

Race/Type: Monstrous humanoid, giant, goblinoid, or other
primitive humanoid, such as orc or gnoll.
Alignment: Any nongood.
Skills: Knowledge (arcana) 10 ranks, Spellcraft 8 ranks,
Wilderness Lore 10 ranks.
Spellcasting: Able to cast lightning bolt as a divine spell.

Knight Protector of the Great Kingdom

Sword and Fist Description: The few, the proud,
the Knight Protectors are warriors dedicated to restoring the
ideals of knightly chivalry before they fade forever. The
Protectors see moral decay everywhere they look in the world around
them, brought on by a lapse in ethical behavior following the
collapse of the once-proud Great Kingdom. The Protectors are the
last remnants of a formerly great order of knights who pledged
their existence to defending that now-defunct nation. Few of this
ancient lineage remain alive today, and all that remains of the
Great Kingdom is its name and a scattered few inheritor countries.
But those who take up the mantle of Knight Protector today still
hope for the return of the Great Kingdom, and believe they can
hasten its restoration and repair society’s ills by living their
lives as paragons of their venerable chivalric code.

Base Attack Bonus: +4.
Race: Dwarf, elf, half-elf, human.
Skills: Diplomacy 6 ranks, Knowledge (nobility and royalty) 4
ranks, Ride 6 ranks.
Feats: Cleave, Great Cleave, Mounted Combat, Power Attack.
Heavy armor proficiency.
Alignment: Lawful.
Other: Gain membership in the order.

Master of Shrouds

Defenders of the Faith Description: The master
of shrouds is an evil spellcaster who magically seizes incorporeal
undead and sets them to do her bidding. The wrathful undead spread
fear and death as they vent their anger at being disturbed.

Alignment: Any nongood.
Base Save Bonus: Will +5.
Skills: Concentration 10 ranks, Spellcraft 10 ranks.
Spells: Ability to cast divine spells, and access to at least one
of these domains: Death, Evil, Protection. A character that can
cast at least one spell from a domain counts as having access for
this purpose.
Special: Ability to channel negative energy.

Master Samurai

Sword and Fist Description: The master samurai
is a military retainer or a feudal overlord; he practices a martial
code of behavior that emphasizes the value of personal honor over
life itself. In some cultures he is part of the warrior

Base Attack Bonus: +5.
Skills: Intimidate 4 ranks, Knowledge (nobility and royalty) 4
ranks, Ride 4 ranks.
Feats: Cleave, Improved Initiative, Mounted Archery, Mounted
Combat, Power Attack, Weapon Focus (bastard sword).

Ninja of the Crescent Moon

Sword and Fist Description: The Ninja of the
Crescent Moon is a mercenary clan whose members engage in sabotage
and other covert missions for an outlandish fee–if the job meets
their own inscrutable moral code. The ninja are a thorn in the side
of both evil tyrants and just nobles, and no one outside the upper
hierarchy knows what their real aims are. Their bases and
safehouses are unknown to any outside the Crescent Moon, and
would-be patrons contact them only through a long chain of

Base Attack Bonus: +6.
Skills: Hide 10 ranks, Move Silently 10 ranks.
Feats: Improved Unarmed Strike, Deflect Arrows, Quick-Draw.
Other: Evasion class feature, must contact Crescent Moon

Pale Master

Tome and Blood Description: Necromancy is
usually a poor choice for arcane spellcasters–those who really
want to master the deathless arts almost always pursue divine
means. However, an alternative exists for those who desire power
over undead but refuse to give up their arcane craft completely.
Enter the pale master, who draws on a font of special lore that
provides a macabre power all its own.

Alignment: Any nongood.
Knowledge (religion): 8 ranks.
Feat: Skill Focus (Knowledge [religion]).
Spells: Ability to cast arcane spells of 3rd level or higher.
Special: The candidate must have spent three or more days locked
in a tomb with animated undead. This contact may be peaceful or
violent. A character that is slain by the undead and later raised
still meets the requirement, although the resulting level loss may
delay compliance with other prerequisites.


Sword and Fist Description: Feared by many,
understood by few, the infamous Ravager is an individual who has
dedicated himself to the service of Erythnul, Deity of Slaughter.
Living a life of violence and savagery, the Ravager seeks to spread
the deity’s malignant influence wherever he goes, never resting
long in one place lest the forces of good and law pursue him.

Alignment: Chaotic evil, chaotic neutral, neutral evil.
Base Attack Bonus: +5.
Feats: Dirty Fighting, Power Attack, Sunder.
Skills: Intimidate 3 ranks, Knowledge (religion) 3 ranks,
Wilderness Lore 4 ranks.
Other: Must survive the Ravager initiation rites.

True Necromancer

Tome and Blood Description: Power corrupts.
Power over life and death corrupts absolutely. The power to raise
an undying, unkillable servant from the husk of the formerly living
is seductively, darkly tempting–and certainly evil. Those who seek
such unyielding obedience from the dead willingly tread the path of

Alignment: Any nongood.
Skills: Knowledge (arcana) 8 ranks, Knowledge (religion) 8
Spells: Ability to cast divine spells, one of which must be
animate dead, and arcane spells, which must include spectral hand
and vampiric touch.
Special: Must have access to the Death domain.

Initial source for this list