Prestige Classes

What are Prestige Classes?

Prestige classes are 'special roles' for PC's (and NPC's) that go beyond the bounds of standard classes.  As prestige classes are more 'focused', one could view them as less versatile, but definitely more powerful.

The special roles offer access to abilties and powers otherwise inaccessible to PC's and focus them in specific and interesting directions.  Prestige classes are for those who wish to focus  on a specific area for their pc, rather than continue along the 'center path' of the normal classes.

Acquiring a prestige class requires a player to meet certain certain base requirements first, and therefore are not available to low-level characters.  Additionally, beyond the game 'mechanic' requirements, the character must meet non rule-related requirements in-game, such as group membership fees, special training, quests, and so forth.

Listed below are the prestige classes currently developed, and the rule-related requirements.  Some of the Prestige classes listed below are marked as 'unavailable to PC's', ie any in italics.  This is true for all evil Prestige Classes.  They are, however, on the list due to the fact that NPC's of these types are found within the world, and some players may have heard dark whispers of their foul deeds.

Please consult your DM if you are interested in pursuing any of these classes or in assisting in the creation of a new prestige class in order to focus your player in a specific direction which you have in mind.

These prestige classes come from a variety of sources.

Note that, unlike standard multiclassing, acquiring a prestige class does not incur the experience point penalty of un-balanced class levels.

Prestige Classes and Requirements:

[A]   [B]   [C]   [D]   [EF]   [G]   [HI]   [JK]   [L]   [M]   [N]   [OPQ]   [R]   [S]   [T]   [UVW]   [XYZ]

Warriors/ Monks Stealth Psionic
Ancestral Avenger
Acrobat
Metamind
Arcane Archer Arcane Trickster Psi-Hunter
Arcanopath Monk Assassin Pyrokineticist
Beastmaster Guild Thief Slayer
Beast Rider Gypsy Soulknife
Blackguard Harper Scout Truth Seeker
Bladesinger Herald
Cavalier Ninja
Devoted Defender Shadow Dancer
Drunken Master Shadow Thief
Duelist Spellfilcher
Eldritch Knight
Fist of Gruumsh
Ghostwalker
Gladiator
Hunter of the Dead
Knight of the Chalice
Knight of the Middle Circle
Knight Protector
Lasher
Master of Chains
Master Samurai
Order of the Bow
Pandion Knight
Purple Dragon Knight
Ravager
Red Avenger
Spellsword
Tattoo Warrior
Tribal Protector
Vigilant
Warmaster
Weapon Master
Zerth Cenobite

Divine Arcane Racial
Blessed of Gruumsh Acolyte of the Skin Beholder Mage
Church Inquisitor Alienist Dragon Disciple
Consecrated Harrier Arachnemancer Dwarven Defender
Contemplative Arcane Devotee Dwarven Stone Lord
Divine Champion Archmage Elven Council Mage
Divine Disciple Blood Adept Elven High Mage
Divine Oracle Blood Magus Elven Totemsister
Divine Seeker Candle Caster Gnome Artificer
Fang of Lolth Chronomancer Gnome Solipticist
Harper Priest Crystal Singer Gnome Trickster
Hierophant Dualist Halfling Lightbearer
Holy Liberator Eldritch Master Halfling Outrider
Horizon Walker: Elemental Savant Shaiir
Hospitaler Fatespinner
Incarnate Flame Steward
Master of Shrouds Guild Wizard of Waterdeep
Mystic Guild Wizard of Luskan
Mystic Theurge Harper Mage
Mystic Wanderer Hathran Witch
Runecaster Icantatrix
Sacred Exorcist Loremaster
Sacred Fist Mage of the Arcane Order
Skinwalker Mage-Killer
Templar Master Alchemist
Thaumaturgist Mindbender
Warpriest Mystic Theurge
Pale Master
Penumbral Lord
Rage Mage
Red Wizard
Sea Witch
Shadow Adept
Spelldancer
Spellfire Channeler
Spellsinger
Tattoo Mage
Technomage
True Necromancer
War Wizard of Cormyr
Watcher
Wayfarer Guide

A

 

Acrobat - The acrobat, like the bard, is an entertainer.  His focus is on the athletic aspects of entertainment.

Requirements:
Balance: 8 ranks
Jump: 8 ranks
Tumble: 8 ranks
Feats: Dodge, Mobility
Ancestral Avenger - Elves who are fired in the oven of hatred, and cooled in the breeze of eons of experience fighting their enemies, the Ancestral Avenger's sole purpose in life is the extermination of the drow. Requirements:
BAB:
+5
Wilderness Lore:
3 ranks
Feats:
Alertness, Iron Will, Tracking
Arcane Archer - 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. Requirements:
Race: Elf or Half-Elf
Base Attack Bonus: +6
Feats: Weapon focus (any bow other than crossbow), Point Blank Shot, Precise Shot
Spellcasting: Ability to cast at least level 1 arcane spells.
Arcane Devotee - Some arcane spellcasters are also very devout in their faith.  They willingly subordinate their own causes to those of their patron deity, becoming an arcane devotee.  As their magic compliments the divine magic of the faith's clerical leaders, arcane devotees are among the most respected members of a deity's following. Requirements:
Knowledge (religion):
8 ranks
Spellcraft: 8 ranks
Feats: Enlarge spell
Alignment: Same as deity's alignment.
Patron: An arcane devotee must have a patron deity and it must be the deity of whom she is a devotee.
Spellcasting: Ability to cast 4-th level arcane spells.
Arcane Trickster - 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. Requirements:
?
Arcanopath - The arcanopath trains in methods to fight and slay spellcasters,  utilizing the Rule of Arcalos. Requirements:
BAB:
+4
Knowledge (arcana): 8 ranks
Feats: Improved Unarmed strike, Deflect Arrows, Dodge, Mobility
Alignment: Any lawful
Special: Most find the Monastery of Finithamon, successfully petition the sensei for membership, and have slain an arcane spellcaster.

(Monks who join the order of Finithamon may freely multiclass as an Arcanopath without restriction)

Archmage - The highest art is magic -- often referred 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. Requirements:
Spellcasting:
Ability to cast 7th level arcane spells, knowledge of at least 5th-level spells from five different schools of magic.
Spellcraft: 15 ranks
Knowledge (arcana): 15 ranks
Feats: Spell Focus in two schools of magic, Skill Focus (spellcraft)
Assassin - The assassin is the master of dealing quick, lethal blows. Assassins also excel at 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. Requirements:
Alignment: Any Evil
Move Silently: 8 ranks
Hide: 8 ranks
Disguise: 4 ranks
Special: consult your DMf

B

Battlerager - The dwarven battlerager is famous for the fury he unleashes upon his racial foes in battle. Requirements:
Race:
Dwarf
BAB:
+5
Feats:
Weapon Proficiency (in Dwarven Waraxe or other dwarven preferred weapon).
Special:
Must have suffered profound personal loss, due to the depredations of orcs or other goblinoids.
Beastmaster - Seemingly as feral as that which they associate with, they tend to shun human cities and towns, preferring to live in the wilds. 

Requirements:
Align:
Any neutral
Base Attack:
+3
Ability: Charisma 12+
Skills: Ride 4 ranks, Handle Animal 4 Ranks, Wilderness Lore 4 Ranks
Feats: Track
Special: PC must be dedicated to nature in some way (worship of a nature god or a defender of the wilds, etc.) and cannot reside within a city or town.

Blackguard - 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 by all. Some people call these villains antipaladins due to their completely evil nature. Not available to PC's in the campaign.
Bladesinger - These warrior wizards wear no armor and use finessable weapons with a technique called the bladesong to perfect a graceful form of combat combining spells with melee.
Blessed of Gruumsh - an orc or half-orc that is favored by his dark-tempered god, the Blessed of Gruumsh exemplify all that is orc.  They are masters of combat and intimidation, and are feared by many. Requirements:
Alignment:
Non-good
Racial: Must have orc-blood
BAB: +6
Knowledge (religion): 3 ranks
Weapon Proficiency: Orc Double Axe
Feats: Power Attack, Cleave
Special: Must remove one eye in a ritual dedicated to Gruumsh.
Blood Adept - Spellcasters who have learned the dark secret of drawing on life force, through blood,  to enhance their spells. Blood Adepts follow the a path condoned only by the dark gods, and thus are not available to PC's in the campaign.

C

Cavalier - The cavalier is the ultimate mounted warrior.  he is the shining knight who leads his fellows on the fields of glorious battle. Requirements:
Alignment: Any Lawful
Base Attack Bonus: +8
Feats: Spirited Charge, Weapon Focus (lance), Weapon Focus (any sword), Mounted combat, Ride-by Attack
Handle Animal: 4 ranks
Knowledge (nobility and royalty): 4 ranks
Ride: 6 ranks
Special: The cavalier must pledge fealty to a noble lord.
Church Inquisitor - The church inquisitor focuses on rooting out internal corruption within the church.. Requirements:
Alignment: Lawful Good or Lawful Neutral
Base Will Save: +3
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 and already uncovered some corruption within it.
Conventioneer - Above all other gamers, amidst collectors and costumed folk, there is no one more at home and familiar with the intricacies of attending gaming conventions as the conventioneer. Requirements:
Knowledge (gaming system): At least one rank in three gaming systems.
Feats: Subsist on Junk Food, Appraise Swag.
Special: Must attend at least one convention (T-shirt purchase is optional).
Crypt Lord - Among the most notorious of necromancers, the Crypt Lord chose to leave the world of the living behind to focus on the power granted by the netherworld.  (From Relics & Rituals) The ways of the Crypt Lord are dark and tainted, and thus are not available to PC's in the campaign.
Crystal Singer - Spellcasters that learn to harness the focusing power of crystals. Requirements:
Concentration: 6 ranks
Knowledge (arcana): 6 ranks
Perform (Singing): 8 ranks
Spellcraft: 4 ranks

Spellcasting: Ability to cast 1st-level arcane spells

D

Defender of the Gnarley - The Defenders of the Gnarley Forest are a special group, tasked with the defense of the Gnarley forest and the preservation of all that is good within. Requirements:
Base Attack Bonus: +5
Wilderness Lore: 10 ranks
Feats: Track
Special: Must have sponsorship of a current Defender of the Gnarley Forest.
Devoted Defender - A professional bodyguard. Requirements:
BAB:
+5
Feats:
Weapon Focus (any melee weapon), Alertness
Search:
4 ranks
Sense Motive:
4 ranks
Spot:
4 ranks
Discrete Companion - The discreet companions are traders in information and intrigue, and they acquire their merchandise through the oldest of means. Requirements:
Alignment: Any non-lawful
Gather Information:
10 ranks
Bluff: 6 ranks
Diplomacy: 3 ranks
Innuendo: 4 ranks
Perform: 4 ranks
Profession (escort): 5 ranks
Feats: Alertness, Skill Focus (Gather Information)
Special: An established career, or at least a sideline, in some form of "companionship for pay" trade or profession, with the associated Profession skill.
Divine Champion - For the more pacifistic deities who do not count paladins among their servants, the divine champion fills the role of the church-sponsored warrior. Requirements:
BAB:
+7
Feats: Weapon Focus in the deities favored weapon
Knowledge (Religion): 3 ranks
Special: Stating the obvious, the divine champion must worship and have the same alignment as the deity to whom she is a champion.
Divine Disciple - Disciples interpret the divine will, act as teachers and guides to others of the clergy, and arm the lay followers with the power of their patron deity. Requirements:
Diplomacy:
5 ranks
Knowledge (religion): 8 ranks
Spellcasting: ability to cast 4th level divine spells.
Special: Must worship the deity to whom she is a divine disciple.
Divine Seeker - There are times when a church cannot act openly.  Discrete, stealthy and protected by the power of their deity, Seekers can often accomplish what a direct assault could not. Requirements:
Hide:
10 ranks
Knowledge (religion): 3 ranks
Move Silently: 8 ranks
Spot: 5 ranks
Special: The divine seeker must worship the deity to whom she is a servant (no duh, huh?)
Divine Seeker - 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. These characters become dragon disciples, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential. Requirements:
?
Drunken Master - Chaotic non-evil martial arts students of the School of Drunken Boxing. They travel the world fighting injustice. Currently unavailable to pc's in the campaign.
Duelist - The duelist (sometimes known as the swashbuckler) is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. He always takes full advantage of his quick reflexes and wits in a fight. Rather than wearing bulky armor, a duelist feels the best way to protect himself is not to get hit at all. Requirements:
Base Attack Bonus: +6
Balance: 4 ranks
Tumble: 5 ranks
Feats: Dodge, Mobility, Light-footed, Expertise, Weapon Focus (dueling piercing melee weapon)
Dustdigger - Dustdiggers wish to collect, record, and preserve the artifacts of these lost cultures in an effort to learn about their history. They also wish to keep such treasures out of the hands of those who would exploit them. Requirements:
Knowledge
: 10 Ranks, distributed among any of the following: arcana, history, local,
religion.
Wilderness Lore: 4 Ranks

Languages: 3 or more
Appraise  4 Ranks
Reputation: 15 or higher
Special:  The Dustdigger must join and remain a member of the Dustdigger College in Loftwick. Members can be ejected for misappropriation of archaeological treasures.
Dwarven Defender - The defender is a sponsored champion of a dwarven cause, a dwarf 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-thick wall of stone, and much more dangerous. Requirements:
Alignment:
Any lawful
Race:
Dwarf
Base Attack Bonus:
+7
Feats:
Dodge, Endurance, Toughness

EF

Eldritch Knight - Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on his foes or charge them with sword drawn. The eldritch knight takes pride in his ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies. Requirements:
?
Eldritch Master - Spoken of only in whispers, Eldritch Masters are are mysterious and dangerous.  The rumors say they are taught by creatures most would never dream of seeing. Requirements:
Knowledge (arcana):
8 ranks
Spellcraft: 6 ranks
Diplomacy: 2 ranks
Intimidation: 2 ranks
Spellcasting: Must be able to cast arcane spells
Special: The eldritch master must make a pact or bargain with some powerful, otherworldly entity.
Fang of Lolth - Many bards and rogues study ways to "trick" magic items into working without their usual requirements. Sometimes, though, the curious get more than they bargained for. Requirements:
Alignment: Any nonlawful and nongood
Base Attack Bonus: +5
Use Magic Device: 10 ranks
Special: The character must acquire a fang scarab and get it to function. This grants her the benefits of the item and fuses it permanently to her neck.
Fist of Hextor - Templars sworn to the service of Hextor. Mercenaries available to the highest bidder. Not Available for pc's in the Campaign.

G

Ghostwalker - The ghostwalkers are spellcasters that have chosen a lonely path. They are skilled in attacking unseen. Ghostwalkers almost always live, travel, and work alone, as they need to stay hidden until they strike with their destructive magic. Requirements:
Hide:
6 ranks
Move Silently: 6 ranks
Knowledge (arcana): 6 ranks
Feats: Silent spell, Still spell, Spell focus (illusions).
Spellcasting: Ability to cast at least three illusion spells, one of which must be 3rd level or higher.
Special: Must be sponsored by a ghostwalker.
Gladiator - Trained warriors who fight for an audience. Requirements:
BAB:
+5
Perform or Intimidate:
4 ranks
Feats:
Minimum of 2 feats from the list of fighter bonus feats.
Gnome Artificer - Gnome artificers dabble in technology to create fantastic devices, delving into shadow magic when their mundane equipment is insufficient for the task. Their weapons, armor, and tools require frequent maintenance and repair but produce effects that rival some arcane spells. Requirements:
Race:
Gnome
Alchemy: 3 ranks
Craft (armorsmithing, blacksmithing, gemcutting, locksmithing, metalworking, trapmaking, or weaponmaking): 8 ranks
Craft (any other two from the previous list): 4 ranks
Disable Device: 2 ranks
Knowledge (Architecture): 4 ranks
Knowledge (Engineering): 4 ranks
Profession (apothecary, engineer, or siege engineer): 3 ranks
Feats: Lightning Reflexes, Skill Focus (see above Craft skills)
Spellcasting: Able to cast 1st level arcane illusion spell
Gnome Trickster - The trickster is a gnome who specializes in using the art of deception and misdirection to get ahead; she employs illusions and the rogues' art, fused together, in a uniquely gnomish fashion. Requirements:
Race:
Gnome
Hide:
3 ranks
Pick Pockets:
5 ranks
Bluff:
7 ranks
Feats:
Expertise
Spellcasting:
Must be able to cast level 1 arcane spells of the illusion school.
Guild Wizard of Cormanthor (Elven Council Wizard) - Wizards of this order study and exchange information, create magic items to help support the council’s efforts, and take on private missions for the elven council. Requirements:
Race: Elven
Alignment: Any nonevil
Alchemy: 4 ranks
Knowledge (Arcana): 8 ranks
Scry: 4 ranks
Spellcraft: 8 ranks
Feats: Scribe Scroll, any one metamagic feat, and either Spell Penetration or Spell Focus
Spellcasting: Ability to cast 3rd level arcane spells.
Special: Prospective members must pass a initiation test.
Guild Wizard of Luskan (Arcane Brotherhood) - Wizards of this order study and exchange information, and create magic items to help support the guild’s independence. Requirements:
Alchemy: 4 ranks
Knowledge (Arcana): 8 ranks
Scry: 4 ranks
Spellcraft: 8 ranks
Feats: Scribe Scroll, any one metamagic feat, and either Spell Penetration or Spell Focus
Spellcasting: Ability to cast 3rd level arcane spells.
Special: Prospective members must pay a initiation fee of 1,000 gp.
Guild Wizard of Waterdeep (Watchful Order of Magists and Protectors) - Wizards of this order study and exchange information, create magic items to help support the guild’s financial independence, and offer their services to others in the city as watch-wizards or fire guards. Requirements:
Alignment:
Any nonevil
Alchemy: 4 ranks
Knowledge (Arcana): 8 ranks
Scry: 4 ranks
Spellcraft: 8 ranks
Feats: Scribe Scroll, any one metamagic feat, and either Spell Penetration or Spell Focus
Spellcasting: Ability to cast 3rd level arcane spells.
Special: Prospective members must pay a initiation fee of 1,000 gp.
Guildmaster - Just as warriors aspire to lead a mercenary band, just as wizards dream of someday running an academy of magic, just as clerics yearn to found their own church, so, too, do some rogues envision themselves as masters of their own guild. Requirements:
Alignment: Any nongood.
BAB: +3
Gather Information:
10 ranks
Diplomacy: 8 ranks
Intimidate: 5 ranks
Disguise: 4 ranks
Bluff: 5 ranks
Feats: Leadership, Skill Focus (Intimidate)
Special: Sneak attack ability
Gypsy The gypsy brings to mind many things, a traveller with strange and mysterious customs.

Requirements:
Race:
Human or half-elf.
Alignment: Any nonlawful.
Feats: Dodge, Skill Focus (perform).
Perform: 8 ranks.
Gather Information: 4 ranks.
Bluff: 4 ranks.
Special: Must be adopted into Gypsy tribe.

HI

Halfling Outrider - An elite champion whose task is to warn his fellows of, and protect them from, impending danger. Requirements:
BAB:
+5
Race:
Halfling
Listen:
4 ranks
Ride:
6 ranks
Spot:
4 ranks
Feats:
Mounted Combat, Mounted Archery

Note: Their attack progression isn't listed; treat their attack progression as that of fighters.
Hand of Frost - Many hand of frosts scour the snowy areas of the world attempting to help travelers in need; others are as cold as the ice they emulate. Requirements:
BAB:
+4
Balance: 8 ranks
Wilderness Lore: 8 ranks
Feats: Improved Unarmed Strike, Weapon Focus (unarmed)
Special: Purity of body.
Special: Must make a journey to the great glacier and survive 3 nights without heat.
Harper - A member of a elite secret organization dedicated to fighting tyrrany. Requirements:
Alignment:
Any nonevil
Bluff: 4 ranks
Diplomacy: 8 ranks
Knowledge (local): 4 ranks
Perform: 5 ranks
Sense Motive: 2 ranks
Wilderness Lore: 2 ranks
Feats: Alertness, Iron Will
Special: Sponsorship by a member of the Harpers, approval of the High Harpers.
Harper Mage - The Harper mage has two principal responsibilities. The first of these is aiding the Harpers with spells and arcane knowledge. The other primary responsibility is to study, record, and pass on ancient lore, particularly that dealing with arcane discoveries. Requirements:
Alignment:
Any nonevil
Concentration: 4 ranks
Knowledge (Arcana): 8 ranks
Knowledge (any other): 4 ranks
Scry: 4 ranks
Sense Motive: 2 ranks
Spellcraft: 8 ranks
Feats: Alertness, Education, Extend Spell
Spellcasting: Ability to cast 3rd level arcane spells.
Special: Sponsorship by a member of the Harpers, approval of the High Harpers.
Harper Priest - Some Harpers choose to pursue a closer relationship with the deities that came together at the Dancing Place, forming the Harpers. Requirements:
Alignment:
Any nonevil
Diplomacy: 4 ranks
Knowledge (Arcana): 4 ranks
Knowledge (Religion): 8 ranks
Spellcraft: 8 ranks
Feats: Alertness, Iron Will
Spellcasting: Ability to cast 3rd level divine spells.
Special: Sponsorship by a member of the Harpers, approval of the High Harpers. Also the character’s patron deity must be nonevil and not one devoted to wanton destruction.
Hathran Witch - Mysterious female spellcasters from the cold lands of Rashemon.
Herald - Royal Heralds are often used as spies on other kingdoms.
Hierophant - 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 spellcasters 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. Requirements:
Spellcasting:
Ability to cast 7th-level divine spells
Knowledge (religion):  15 ranks
Feats: Any metamagic feat.
Holy Avenger - Very similar to the Hunter of the Dead, the Holy Avenger seeks to vanquish undead, as well as the evil clerics and necromancers which create and command them. Requirements:
Alignment:
any good, or LN
Base Attack Bonus:
+7
Knowledge (Undead):
6 ranks
Knowledge (religion):
6 ranks
Feats: Alertness, Great Fortitude, Iron Will
Special Ability:
Must be able to turn undead
Special: Must be dedicated to a patron deity.
Horison Walker - 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. But she is by no means tied to a particular place; her restless feet are ever leading her toward the horizon, where new adventures await. Requirements:
?
Hunter - The hunter has a particularly hated foe, which they learn to think like through study, in order to mercilessly track down and kill all creatures of that type. Requirements:
BAB: +6
Knowledge (enemy type): 10 ranks
Move Silently: 6 ranks
Feats: Mobility, Great Fortitude, Iron Will, Track
Hunter of the Dead - The hunter of the dead is the hated enemy of all undead.  She spends each restless night tracking them to their lairs and cleansing the land of their foul presence. Requirements:
Alignment:
any non-evil
Base Attack Bonus:
+5
Knowledge (Undead):
5 ranks
Special Ability:
Must be able to turn undead
Special: Must have lost one level or ability score point to the draining power of an undead.
Incantatrix - The incantatrixes are the practitioners of metamagic in Faerun, studying spells that affect other spells and having a particular fondness for magic that thwarts extraplanar beings.

Requirements:
Alignment:
True and absolute Neutral
Class and level: Druid of level 4.
Feat: Quicken Spell
Ability: Wild Shape
Knowledge (nature): 7 ranks
Special: The character must have never voluntarily possessed an alignment other than true neutral.

Incarnate - Druids who have not only committed themselves to absolute neutrality, but are in fact the complete embodiment of the ideal, Incarnates are a very rare breed of being that has reincarnated dozens (or even hundreds) of times and remained true to their ideals in each incarnation.

Requirements:
Concentration: 4 ranks
Knowledge (Arcana): 8 ranks
Knowledge (Planes): 8 ranks
Spellcraft: 4 ranks
Feats: Iron Will, any metamagic feat
Spellcasting: Ability to cast 3rd level arcane spells.

JK

Knife Fighter  - The Knife Fighter is the master of the dagger, equally adept at wielding the often underestimated weapon in close combat, and as a lethal thrown weapon. Requirements:
BAB:
+5
Bluff: 4 ranks
Intimidate: 4 ranks
Feats: Ambidexterity, Dodge, Weapon Focus (dagger)
Knight Protector  - The Protectors are the last remnant of a formerly great order of knights who had pledged their existence to defending that now-defunct kingdom.  They strive to restore the ideals of chivalry before they fade forever. Requirements:
Alignment: Any Lawful
Race: Human, half-elf, elf
BAB: +5
Diplomacy:
6 ranks
Knowledge (nobility): 4 ranks
Ride: 6 ranks
Feats: Power Attack, Cleave, Great Cleave, Mounted Combat
Proficiency: Heavy armour
Other:
Must earn membership in the prestigious order.
Special: Must own and wear a suit of masterwork full plate armor

L

Lasher - This rare master uses the whip as if it where an extension of himself. Requirements:
BAB:
+5
Rope Use:
2 ranks
Craft (leatherworking):
2 ranks
Weapon Focus:
Whip
Exotic Weapon Proficiency:
Whip
Special:
Must own a whip or whip-dagger.
Loremaster - 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. Requirements:
Spellcasting:
Ability to cast at least seven different divinations, including one of 3rd level or higher.
Two Knowledge Skills (Any Type):
10 ranks in EACH.
Feats:
Any three metamagic or item creation feats, plus Skill Focus (Knowledge [Any individual Knowledge skill])

M

Mage-Killer - Mage-killers are a rare breed. They master magic designed for combat against other spellcasters. They learn not only combat skills such as might be taught to a warrior, but also spells that target the weaknesses of their foes. Requirements:
Spellcraft:
10 ranks
Feats: Great Fortitude, Lightning Reflexes, Combat Casting, Martial Weapon Prof. (any)
Spellcasting: Ability to cast 4th level spells. Ability to cast at least three spells that require Fortitude saves and at least three spells that require Reflex saves. (A spell that inflicts damage but allows no saving throw can substitute for any of these required spells.)
Mage of the Arcane Order - Also called a "guildmage," this is a spellcaster who belongs to a 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:
Knowledge (arcana): 8 ranks.
Feats: Two metamagic feats, one of which must be Cooperative Spell.
Spellcasting: Ability to cast 3rd level arcane spells.
Special: Prospective members must pay an initiation fee of 1,000 gp.
Master Alchemist - The master alchemist is a spellcaster who specializes in producing potions and elixirs that reproduce the effects of spells of 4th level or higher. Requirements:
Alchemy:
10 ranks
Spellcraft: 10 ranks
Feats: Brew Potion, Magical Artisan (potions), Skill Focus (Alchemy)
Spellcasting: Ability to cast 4th level spells.
Master of Chains - A combatant specialized in the use of chains.
Master Samurai - Military retainer of a feudal overlord, the Samurai practices a personal code of behaviour emphasizing personal honor over life itself.  (from S&F) Requirements:
BAB: 
+5
Knowledge (nobility and royalty):
4 ranks
Ride:
4 ranks
Intimidate: 
4 ranks
Feats:
Cleave, Improved Initiative, Mounted Archery, Mounted Combat, Power Attack, Weapon Focus (bastard sword).

 

Metamind - A metamind knows that accumulating the most power in the shortest amount of time is the key to psionic superiority.  (From Psionics Handbook) Requirements:
Manifesting:
Ability to manifest 2 different powers, one which must be of level 2 or higher.
Psicraft: 6 ranks
Knowledge (psionics): 6 ranks
Feats: Inner Strength
Mystic - Spellcasters who focus solely on the pursuit of magic, mystics' hard work and study reveal to them secrets of magic unavailable elsewhere. Requirements:
Spellcraft:
10 ranks
Knowledge (Arcana):
10 ranks
Knowledge (religion):
5 ranks
Feats:
Spell Penetration, Spell Focus, one metamagic feat, and one item creation feat.
Mystic Theurge - 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 power, mystic theurges walk two roads at once, simultaneously mastering spells common to clerics and wizards. Requirements:
Knowledge (arcana):
6 ranks.
Knowledge (religion): 6 ranks.
Spellcasting: Able to cast 2nd-level divine spells and 2nd-level arcane spells.
Mystic Wanderer - Mystic wanderers are divine spellcasters who eschew normal church hierarchies and instead embrace freedom, wanderlust, and independence. Requirements:
Alignment:
Any nonevil
Alchemy: 3 ranks
Diplomacy: 8 ranks
Knowledge (Nature): 3 ranks
Perform: 3 ranks
Profession (herbalist): 3 ranks
Feats: Iron Will
Spellcasting: Ability to cast 2nd level divine spells.

N

Ninja of the Crescent Moon  - a mercenary clan whose members engage in sabotage and other covert missions for outlandish fees. The Ninja's of the Crescent Moon are a mysterious organization, whispered about and feared in many circles.  Anyone of appropriate skills who manages to track the rumours and whispers back to their organization is usually offered membership.  Those who decline, or who do not have appropriate skills in the first place, are never heard from again....

OPQ

Order of the Bow - The Way of the Bow is used by some for spiritual growth, by others as a philosophical art. Requirements:
BAB:
+5
Knowledge (religion):
2 ranks
Proficiency:
Longbow, shortbow, or composite variant of either.
Feats:
Point Blank Shot, Precise Shot, Rapid Shot, Weapon focus (bow-type), Weapon specialization (bow-type)
Penumbral Lord - These mysterious masters of the arcane seek knowledge in darkness rather than candle-lit tomes, transgressing the boundary between light and dark to draw forth magical energy unavailable to others. Requirements:
Hide:
10 ranks
Spellcasting: Ability to cast three different illusion (shadow) spells, one of which must be shadow conjuration.
Feats: Silent Spell
Pyrokineticist - These psionic masters have discovered that a little power goes a long way, if you are interested only in fire.  They find beauty and utility in flame. Requirements:
Alignment:
Any Chaotic
Alchemy: 1 rank
Base Power points/day: 10+ (not including bonus pp's)
Knowledge (psionics): 1 rank
Powers: Know control flames
Special: Must have pyromaniacal tendencies.
Psi-Hunter - Well versed in the arcane arts, these mysterious individuals excel at hunting down and neutralizing psionic creatures.  They are skilled combatants and spell-casters who hone all their skills with the destruction of psionic beings in mind. Requirements:
BAB:
+5
Knowledge (psionics): 3 ranks
Feats: Track, Iron will
Spellcasting: Must be able to cast arcane spells

It is known that some groups of psi-hunters specifically target a single psionic entity.   The Illithid Hunters, for example.

R

Rage Mage - They are common only in the most savage human tribes.
Ravager - Feared by many, understood by few, Ravager's are dedicated to the service of Erythnul, Deity of Slaughter. Not available to PC's in the campaign.
Red Avenger - Master of ki, Red Avengers are able to accomplish the extraordinary. Requirements:
BAB:
+5
Feats:
Improved Unarmed Strike, Stunning Fist
Listen:
8 ranks
Tumble:
8 ranks 
Red Wizard - The Red Wizards are the masters of Thay, the would-be magical overlords of the land of Faerun (in the Forgotten Realms campaign setting). They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across the worl of Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings. Not available to PC's in the campaign.
Roofrunner - A member of a rare breed who knows a single city so well that his abilities seem almost superhuman. Requirements:
Urban Lore:
8 ranks
Climb: 5 ranks
Balance: 5 ranks
Jump: 5 ranks
Move Silently: 5 ranks
Knowledge (home city): 10 ranks
Gather Information: 5 ranks
Special: The character must have lived in the same city for 80% of the past five years. This is the character's home city and is the only city in which he can use his class abilities.
Runeblade - These are spellcasters who focus on using spells through their weapons.

Prereqs
Feats: Craft Magic Arms & Armor, Scribe Scroll, Inscribe Rune
Knowledge(Arcana): 5
Craft (Weapon): 6
Spellcraft: 8
Spellcasting: Must be able to cast at least one damaging spell with a range of touch.
Special: Pass a test given by the runelords.

Runecaster - A skill originally developed by the dwarves and giants, the ability to create runes of power is beginning to spread beyond the hills and mountains.  Able to create incredibly potent symbols that last for multiple uses and can be triggered without being touched, runecasters are a true threat to thieves. Requirements:
Spellcraft:
8
Craft (appropriate rune-skill): 8
Feats: Inscribe Rune
Spellcasting: Able to cast 3rd-level or higher divine spells.

S

Scarlet Squirrels - Scarlet Squirrels are dedicated to protecting forests and ensuring communities live in harmony with nature. Requirements:
Race: Gnome (or have a gnome sponsor)
Alignment: any good
Skill ranks: Jump +6, Balance +6, Search +8 and Performance (storytelling) +2
Feats: Lightning reflexes, Dodge and Mobility

 

Sea Witch (Sea Warlock) - Masters of wind and wave, the sea witch is an invaluable crewmember for any ship that travels the dangerous and stormy seas.  They are trained not only to command the elements of the sea, but also to summon and control its beasts. Requirements:
Spellcasting:
Ability to cast 3rd-level spells.
Concentration: 8 ranks
Profession (sailor): 8 ranks
Special: Must be accepted as an apprentice by an existing sea witch.  The testing is rumored to be rigorous and would-be sea witches rarely come away from their testing and training unchanged.
Shadowdancer - 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. Requirements:
Move Silently:
8 ranks
Hide:
10 ranks
Perform:
5 ranks
Feats:
Dodge, Mobility, Combat Reflexes
Shadow Thief - The Shadow Thieves are a secret order of shadow sorcerer-thieves and spies, who use their minor mage skills to aid their secret roguish missions. Requirements:
Spellcasting:
Ability to cast 2nd-level spells, with at least one spell known with the shadow or darkness descriptor.
Move Silently: 8
Hide:
10
Tumble:
5
Feats:
Dodge, Mobility, Shadow Magic
Slayer - Psionic beings who know the real dangers which illithids pose, Slayers dedicate their lives to the eradication of this threat.  Dwarves who become slayers are known as caradhaker, which loosely translates to Mindstalker. Requirements:
BAB:
+3
Base Power Points/Day: 3+ (not including bonus power points)
Knowledge (Illithid lore): 1 rank
Wilderness Lore: 4 ranks
Feats: Track
Special: Must have killed an illithid, either single-handedly or as part of a group comprising no more than six individuals.
Solipticist - These gnomes specialize in casting illusions that become real, and real spells that become illusions. They blur the line of reality.
Soulknife - A soulknife recognizes his own mind as the most beautiful - and the most deadly - thing in all creation, learning to forge his mental strength into a shimmering blade of semisolid psychic energy.  Even when completely unarmed, a soulknife is only a thought away from a deadly strike with his own mind's most violent instincts solidified. Requirements:
BAB:
+3
Move Silently: 3 ranks
Base Power Points/Day: 9+ (not counting any bonus points)
Knowledge (psionics): 3 ranks

 (From Psionics Handbook)

Spelldancer - Spelldancers are an energetic sort of spellcaster who draw on the quasi-primal energy of song and dancing to power their magic. Requirements:
Concentration:
4 ranks
Perform (dance): 6 ranks
Tumble: 4 ranks
Feats: Combat Casting, Dodge, Endurance, Mobility
Spellcasting: Ability to cast 3rd level spells.
Spellfire Channeler - Spellfire is the raw energy of the Weave. Most who bear this gift never have the time or opportunity to develop these skills. Those who do practice their spellfire are able to hone their talent into a tool with fantastic abilities that most dabblers can only dream of. Requirements:
Concentration:
8 ranks
Knowledge (Arcane): 2 ranks
Spellcraft: 2 ranks
Feats: Endurance, Spellfire Wielder
Stonelord - The earth whispers its secrets to the dwarven stonelords, and lends them a portion of its infinite reserves of power to help them perform amazing feats. They are isolasionists in the extreme. Requirements:
BAB:
+5
Craft (stoneworking):
6 ranks
Spellcraft:
3 ranks
Race:
Dwarf
Feats:
Endurance
Language:
Terran
Summoner - A spellcaster who has a special connection to a powerful patron, the summoner draws on this connection for her spells and other abilities. Requirements:
Spellcasting:
Ability to cast 3 different summoning spells, all of the same type (can be either arcane or divine).
Knowledge (patron related): 8 ranks
Feats: Skill Focus (Knowledge as above).
The Pact: The summoner-to-be must seek out and gain audience with her potential patron, and impress it with her knowledge and abilities.  This meeting often involves tests of various sorts, riddles and challenges to be overcome.

T

Tattoo Warrior - A warrior who uses mystical tattoos in battle. Requirements:
Alignment:
Any lawful
BAB:
+4
Concentration
: 4
Craft (tattooing): 8
Feats: Iron Will
Thaumaturgist - 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. Requirements:
?
Trapmaster - Trapmasters are obsessed with the art and beauty of a finely crafted ambush. Requirements:
Alignment:
Any non-chaotic
Craft (trapmaking): 6
Disable Device: 10
Feats: Mechanical Aptitude
Special: There can be only one trapmaster in a single thieve's guild
Tribal Protector - The battlefield champions of savage humanoid races. Requirements:
Alignment:
Same as majority of tribe
Race:
Any humanoid or monstrous humanoid except dwarf, elf, gnome, halfling, half-elf, or human
BAB:
+5
Feats:
Power Attack, Cleave, Great Cleave
Wilderness Lore:
4 ranks.
Truth Seeker - Truth seekers are the elite agents of the Splintered Mind.  Their primary mission is to find spies and agents of the Scarlet Brotherhood and report back to the Splintered Mind monastary.  Through rigourous excercises, they have not only perfected their fighting skills, but also have learned to unlock the power within their minds. They almost always train and travel in pairs, allowing them to take full advantage of their unique shared mind power. (from Dragon #281, pg. 39) Requirements:
BAB:
+5
Alignment: Any non-evil
Feats: Improved Unarmed Strike, Combat Reflexes, Dual Strike
Diplomacy: 8 ranks
Sense Motive: 4 ranks
Special: Must seek out, join, and pass the initiation of a Splintered Mind Monastary (not that this does NOT require one to become an actual monk-class character as well).

(Monks who successfully petition and join the Splintered Mind may freely multiclass as Truth Seekers without restriction).

UVW

Vigilant - Part reconnaissance expert, part border guard, party spy, and part diplomat, the vigilant is a highly trained warrior who can be confidently sent into any situation, no matter how grim the odds.  Vigilants are the elite fighting forces of Highfolk, initially drawn from human rogues and rangers of the Vesve, but such is the prestige of their appointment, many other races and professions seek the honor. (From Relics & Rituals) Requirements:
BAB:
+5
Alignment: Any non-evil.
Feats: Endurance, Track.
Diplomacy: 5 ranks
Gather Information: 5 ranks
Handle Animal: 5 ranks
Wilderness Lore: 7 ranks
Special: Vigilants must pass an initiation test and swear an oath of allegiance to Highfolk and vow to oppose the Old One and all other evils that threaten the region.
Virtuoso - 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. Requirements:
Perform: 10 ranks
D
iplomacy or Intimidate: 6 ranks
Spellcasting: Ability to cast 0 level arcane spells.
War Master - Graduates of the Furyondan College of War, the finest military school in Greyhawk. Requirements:
BAB:
+7
Diplomacy:
5 ranks
Alignment:
Non-chaotic, non-evil
Feats:
Leadership, Martial Weapon Proficiency, Weapon Specialization.
War Wizard of Cormyr - The Cormyrean war wizards are some of the most respected battle-mages in all Faerun. Trained by experienced combat mages, they bring great power to the battlefield. Requirements:
Alignment:
Any nonevil, nonchaotic
Spellcraft: 10 ranks
Feats: Enlarge Spell, Widen Spell, Martial Weapon Prof. (any)
Spellcasting: Ability to cast 4th level arcane spells.
Watcher - The Watchers, sometimes known as the Green Watchers, are a very secretive guild based in Cormanthor. Indeed, most of the Realms is not even aware of its existance for the few times the members leave their hidden sanctuary, they always travel under magical disguises. The elven masters of the order work carefully to make sure it stays that way, only involving themselves when the fabric of the weave itself is threatened. Requirements:
Alignment:
any non-evil
Alchemy: 4 ranks
Knowledge (arcana): 8 ranks
Scry: 4 ranks
Spellcraft: 8 ranks
Feats: Scribe Scroll, any one metamagic feat, Spell Penetration or Spell Focus
Spellcasting: Ability to cast 3rd level arcane spells
Special: Must be nominated by another Watcher and must forsake all other loyalties to any political power or nation. Prospective members must pass a test of some sort set by the council. Often the prospective member is never even aware that the test is being performed.
Weapon Master - Weapon Masters strive to unite their weapon of choice with the body, becoming one with the weapon, to use the weapon as naturally and without thought as any other limb. Requirements:
BAB:
+5
Intimidate: 4 ranks
Proficiency:
with weapon of choice
Weapon
: Masterwork weapon of choice (unless 'unarmed' is the weapon of choice)
Feats:
Dodge, Mobility, Combat Reflexes, Expertise, Weapon Focus, Whirlwind Attack, Dex 13+
Wild Mage - The Wild Mage is a master of harnessing the chaotic powers of the universe itself.  Through her studies, she can control the chaos and wield it as a weapon. Requirements:
Alignment: Any Chaotic
Spellcasting: Ability to cast level 2 arcane spells or higher
Bluff: 2 ranks
Knowledge (Arcana): 4 ranks
Spellcraft: 4 ranks
Feats: Combat Casting, Dodge, Any 2 Metamagic feats

XYZ

Zerth Cenobite - Strict meditation into the nature of time and the body's movement through it form the basis of a zerth cenobite's studies of a martial art called Zerthin.  The studies allow a zerth cenobite to learn the art of peering a moment or two into the future, and thereby gain insight into her opponents in battle. Requirements:
BAB:
+4 or higher
Knowledge (outer planes): 8 ranks
Feats: Improved Unarmed Strike, Deflect arrows, Dodge, Mobility
Alignment: Any lawful
Special: Must find the Monastary of Zerth'Ad'Lun, successfully petition the sensei for membership, and pass the initiation trial.

(Zerth cenobite prestige class is open to all monks without multi-classing penalties).