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PRESTIGE CLASSES

AGLARONDAN GRIFFONRIDER (UnEAST pg. 18)

ANOINTED KNIGHT (Exalted pg. 49)

APOSTLE OF PEACE (Exalted pg. 51)

ARCANE ARCHER (DMG pg. 176)
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.

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

ARCANE DEVOTEE (PGtF pg. 48)

ARCANE TRICKSTER (DMG pg. 177)
Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventureres.

Requirements
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.

ARCHMAGE (DMG pg. 178)
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
Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.
Feats: Skill Focus (Spellcraft), Spell Focus in two schools of magic.
Spells: Ability to cast 7th-level arcane spells, knowledge of 5th-level or higher spells from at least five schools.

ASSASSIN (DMG pg. 180)
The assassin in the master of dealing quick, lethal blows. Assassins also excel at infiltration and disguise. Assassins often function as spies, information, 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.
Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
Special: The character must kill someone for no other reason than to join the assassins.

BATTLERAGER (RoF pg. 178)

BEAR WARRIOR (Warrior pg. 16)

BELOVED OF VALARIAN (Exalted pg. 53)

BLACK FLAME ZEALOT (UnEast pg. 21)
The Order of the Black Flame is the hidden blade of their faith, a secret society of holy slayers devotred to the worship of a dark deity of fire and destruction. Trained in unholy rites, the black flame zealots use dtealth, divine magic, and zeal of fanaticism to destroy those who have given offence to their god, Kossuth. Even great rulers are not above the deity's wrath, since the Order is a sanctioned and respected means for the wealthy and powerful to pursue vendettas.

Requirements
Alignment: Any nongood.
Skills: Hide 8 ranks, Knowledge (religion) 8 ranks, Move Silently 8 ranks.
Feats: Exotic Weapon Proficiency (kukri), Iron Will.
Spells: Able to cast 2nd-level divine spells.
Special: Sneak attack damage +1d6.

BLADESINGER (RoF pg. 179)

BLIGHTER (Div pg. 23)
When a druid turns away from the land, the land turns away from 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 distruction. These few, called Blighters, bring desolation wherever they tread.

Requirements
Alignment: Any nongood.
Base Attack Bonus: +4.
Special: The character must be an ex-druid previously capable of casting 3-rd level druid spells.

BLACKGUARD (DMG pg. 181)
The blackguard epitomizes evil. He is nothing short of a mortal fiend. The quintessential black knight, this villan 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 villans anti-paladins due to their completely evil nature.

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

BREACHGNOME (RoF pg. 181)

CANCER MAGE (Vile pg. 52)

CAVALIER (Warrior pg. 19)

CELESTIAL MYSTIC (Exalted pg. 55)

CHAMPION OF GWYNHARWYF (Exalted pg. 56)

CHURCH INQUISITOR (Div pg. 26)
While many champions of good are dedicated to fighting forces of evil that are external to them and their church, the church inquisitor is at least as concerned about evil and corruption within. When greed eats away at a church hierarchy, when devils infiltrate a knightly order, and seduce its leaders to evil, when high clerics succumb to evil enchantments and fall from the path of their deities, it is usually a church inquisitor who uncovers this kind of taint and cuts it away.

Requirements
Alignment: Lawful good or lawful neutral.
Base Save Bonus: Will +3.
Skills: Knowledge (arcana) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks.
Spells: Able to cast zone of truth as a divine spell.
Special: Must be a member of lawful good church or religious order, and must have already uncovered some corruption within that organization.

CONSECRATED HARRIER (Div pg. 28)
The consecrated harrier acts as a bounty hunter for her religion or organization. Where church inqusitors 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 shrinem or to 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 needed.

Requirements
Alignment: Any lawful.
Base Attack Bonus: +5.
Skills: Disguise 5 ranks, Gather Information 5 ranks.
Feat: Track.
Special: The candidate must accept an assignment from her church to locate and destroy some specifc, 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.

CONTEMPLATIVE (Div pg. 30)
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 of this experience is such a powerful attraction that they begin devoting their lives to cultiplating 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, making them worthy of closer contact with the devine. While some contemplatives withdraw from the world into private retreats, other 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.

Requirements
Skills: Knowledge (religion) 13 ranks.
Spells: Able to cast 1st-level divine spells.
Special: Must have had direct contacy 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 example).

DARK HUNTER (Warrior pg. 20)

DARKWOOD STALKER (Warrior pg. 23)

DEFENDER OF SEALTIEL (Exalted pg. 58)

DEMONOLOGIST (Vile pg. 54)

DERVISH (Warrior pg. 25)

DIABOLIST (Vile pg. 56)

DISCIPLE OF ASMODEUS (Vile pg. 57)

DISCIPLE OF BAALZEBUL (Vile pg. 58)

DISCIPLE OF DISPATER (Vile pg. 60)

DISCIPLE OF MAMMON (Vile pg. 60)

DISCIPLE OF MEPHISTOPHELES (Vile pg. 62)

DIVINE CHAMPION (PGtF pg. 49)

DIVINE CRUSADER (Div pg. 33)
The divine crusader embodies devotion and dedication to a chosen deity. Even more than a cleric, a divine crusader serves as a symbol of a specific aspct of his deity's portfolio, such as fire, good, knowledge, or war. They serve as elite godservants, carrying out the deity's will and furthering the deity's aims.

Requirements
Alignment: Must match chosen deity.
Base Attack Bonus: +7.
Skill: Knowledge (religion) 2 ranks.
Feat: Weapon Focus (in chosen deity's favored weapon).

DIVINE DISCIPLE (PGtF pg. 51)

DIVINE ORACLE (Div pg. 35)
Some people call them mad, and certainly some divine oracles are driven insane by the visions they see. Some people doubt their words; indeed, some divine oracles are destined never to be believe. Whenever the deities are known to speak to mortals, some mortals hear their voices with a unique clarity and gain insight into the past, he present, and the future by virtue of their unusual status. Divine oracles are such mortals, blessed - or cursed - by visions from their deities.

Requirements
Skill: Knowledge (religion) 8 ranks.
Feat: Skill Focus (Knowledge [religion]).
Spells: Able to cast at least 2 divination spells.

DIVINE SEEKER (PGtF pg. 52)

DRAGON DISCIPLE (DMG pg. 183)
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 chold unto the thousandth generation claims a bit of dragon blood, be it ever so small. Usuallym little comes of it, though mighty sorcerers occasionally credit their owers 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
Race: Any nondragon (cannot already be a half-dragon).
Skills: Knowledge (arcana) 8 ranks.
Languages: Draconic.
Spellcasting: Ability to cast arcane spells without preparation.
Special: The player chooses a dragon variety when taking the first level in this prestige class.

DRUNKEN MASTER (Warrior pg. 27)

DUELIST (DMG pg. 185)
The duelist (sometimes known as a swashbuckler) is a numble, intelligent fighter trained in making precise attacks with light weapons, such as a rapier. She always takes full advantage of her quick reflexes and wits in a fight. Rather than wearing bulky armor, a duelist feels the best way to protect herself is not to get hit at all.

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

DURTHAN (UnEAST pg. 22)

DWARVEN DEFENDER (DMG pg. 186)
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
Race: Dwarf.
Alignment: Any lawful.
Base Attack Bonus: +7.
Feats: Dodge, Endurance, Toughness.

ELDRITCH KNIGHT (DMG pg. 187)
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 knitch takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.

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

ELVEN HIGH MAGE (RoF pg. 182)

EMISSARY OF BARACHIEL (Exalted pg. 59)

ENTROPOMANCER (Div pg. 36)
As spellcasters plumb the depths of divine power, some of the most advanced gain attunement to the great nothingness they say lies at the center of the universe. These students use this connection to develop strange powers, sacrificing some of their normal studies. Ding so retards their progress as spellcasters, but they see their new abilites as worth the cost.

Requirements
Alignment: Any nongood.
Skills: Concentration 5 ranks, Knowledge (arcana) 5 ranks.
Feats: Great Fortitude, Magical Aptitude.
Spells: Able to cast 4th-level divine spells.

EVANGELIST (Div pg. 39)
Evangelists travel the world proclaiming their devotion to a particular deity, pantheon, or religious doctrine. They seek to convert others to their way of thinking and to spread their word throughout the land. All races and cultures have evangelists of one type or another. Most evangelists come from the charismatic laity of a culture. They do not possess the learning or perhaps temperament to be spellcasting clerics but have found other ways to proselytize. Those who worship deities often find themselves working in coopderation with clerics of the same faith while those who simply evangelize a particular belief - even one embraced by a deity or pantheon - can find themselves at odds with even those of their own alignment. An evanmdelist is often a leader and, in some ways, a loner. Even though his abilities strengthen his allies, he stands apart.

Requirements
Alignment: An evangelist has the same alignment restrictions as a cleric of a particular deity.
Skills: Bluff 8 ranks, Gather Information 5 ranks, Knowledge (religion) 5 ranks, Perform (oratory) 6 ranks, Sense Motive 5 ranks.
Feats: Negotiator or Persuasive.

EVERESKAN TOMB GUARDIAN (PGtF pg. 53)

EXALTED ARCANIST (Exalted pg. 61)

EXOTIC WEAPON MASTER (Warrior pg. 30)

EYE OF GRUUMSH (Warrior pg. 31)

EYE OF HORUS-RE (PGtF pg. 54)

FIST OF RAZIEL (Exalted pg. 52)

FRENZIED BERSERKER (Warrior pg. 34)

GEOMANCER (Div pg. 41)
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.

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

GNOME GIANT-KILLER (Warrior pg. 37)

GREAT RIFT SKYGUARD (RoF pg. 178)

HALFLING OUTRIDER (Warrior pg. 38)

HAMMER OF MORADIN (PGtF pg. 56)

HARPER AGENT (PGtF pg. 58)

HATHRAN (PGtF pg. 59)

HIEROPHANT (DMG pg. 188)
A divine spellcaster who rises high in the service of his diety 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
Skills: Knowledge (religion) 15 ranks.
Feats: Any metamagic feat.
Spells: Able to cast 7th-level divine spells.

HOLY LIBERATOR (Div pg. 45)
The holy liberator is a holy warrior, a distant cousin of the paladin, who is dedicated to overthrowing tryanny whever it may be found. These champions of freedom and equality are strong-willed, independent-minded, and virtuous. They particularly direct their effirts 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 the state of anarchy (where strong individuals may impose their will on people weaker than they.)

Requirements
Alignment: Chaotic good.
Base Attack Bonus: +5.
Skills: Diplomacy 5 ranks, Sense Motive 5 ranks.
Feat: Iron Will.

HORIZON WALKER (DMG pg 189)
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 noe 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
Skills: Knowledge (geography) 8 ranks.
Feat: Endurance.

HOSPITALER (Div pg. 48)
Hospitalers are a fighting force of necessity, sworn to poverty, obedience, and the defense of those in their care. It is the duty of knights hospitaler to protect people traveling on religious pilgrimages. Over the years, this single duty has expanded to include the construction and administration of hospitals and refugee facilities.

Requirements
Alignment: Any nonchaotic.
Base Attack Bonus: +5.
Skills: Handle Animal 5 ranks, Ride 5 ranks.
Feats: Mounted Combat, Ride-By Attack.
Spells: Able to cast 1st-level divine spells.

HULKING HURLER (Warrior pg. 40)

HUNTER OF THE DEAD (Warrior pg. 42)

INCANTATRIX (PGtF pg. 61)

INITIATE OF PISTIS SOPHIA (Exalted pg. 64)

INVISIBLE BLADE (Warrior pg. 44)

JUSTICIAR (Warrior pg. 47)

JUSTICIAR OF TYR (PGtF pg. 63)

KENSAI (Warrior pg. 49)

KNIGHT OF THE CHALICE (Warrior pg. 53)

KNIGHT PROTECTOR (Warrior pg. 55)

LIFEDRINKER (Vile pg. 63)

LION OF TALISID (Exalted pg. 65)

LOREMASTER (DMG pg. 191)
Loremasters are spellcasters who concentrate on knowledge, vaulting lore and secrets over gold. They uncover secrets that they use to better themselves mentally, physically, and spiritually.

Requirements
Skills: Knowledge (any two) 10 ranks in each
Feats: Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).
Spells: Able to cast seven different divination spells, one of which must be 3rd level or higher.

MASTER OF THE YUIRWOOD (UnEAST pg. 24)

MASTER THROWER (Warrior pg. 58)

MASTER OF THE UNSEEN HAND (Warrior pg. 60)

MINDSPY (Warrior pg. 662)

MONK OF THE LONG DEATH (PGtF pg. 65)

MORNINGLORD OF LATHANDER (PGtF pg. 66)

MORTAL HUNTER (Vile pg. 64)

MYSTIC THEURGE (DMG pg. 192)
Blurring the line between divine and arcane, mystic theurges draw power fromdivine 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
Skills: Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks.
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

NAR DEMONBINDER (UnEAST pg. 25)

NATURE'S WARRIOR (Warrior pg. 63)

NENTYAR HUNTER (UnEAST pg. 28)

OCCULT SLAYER (Warrior pg. 66)

ORC WARLORD (RoF pg. 184)

ORDER OF THE BOW INITIATE (Warrior pg. 68)

PIOUS TEMPLAR (Div pg. 50)
Sworn to the defense of a temple site, the pious templar is a holy warrior blessed by her deity with combat prowess and great endurance. She bears jer deity's favored weapon into battle and fights her deity's enemies without question or hesitation. In addition to defending the temple itself, a pious templar may be charged with additional duties, including a campaign to attack foes on their own home ground.

Requirements
Base Attack Bonus: +5.
Skills: Knowledge (religion) 4 ranks.
Feats: True Believer, Weapon Focus (with her deity's favored weapon).

PROPHET OF ERATHAOI (Exalted pg. 66)

PURPLE DRAGON KNIGHT (PGtF pg. 68)

RADIANT SERVANT OF LATHANDER (Div pg. 52)
Lathander teaches demonstrating the strength of good through charity and modesty. While it seems a contradiction, the point is that the truly strong don't need to prove their power. Lathander urges his priests and their flocks to perform so many good acts that evil has no room to exist, but he acknowledges that there are times when evil must be defeated in direct confrontation. The radiant servants of Lathander puts his dogma into living practice. As the name implies, the brothers and sisters of the radiant servants of Lathander are sworn to serve - to minister to the needs of Lathander's followers and goodhearted people everywhere. While combatting evil, particularly undead, is an important part of that service, it is by no means the only part. Radiant servants of Lathander are healers, councelors, sources of spiritual and (at times) financial support, and protectors.

Requirements
Alignment: Neutral good.
Base Save Bonus: Will +5.
Skills: Heal 5 ranks, Knowledge (religion) 9 ranks.
Feat: Extra Turning.
Spells: Able to cast 1st-level divine spells and access to the Sun domain.
Special: Must have Lathander as patron deity.

RAGE MAGE (Warrior pg. 72)

RAINBOW SERVANT (Div pg. 54)
Deep in the jungles lie magically hidden ziggurats where the winged serpents known as couatls teach their secrets to arcane spellcasters eager to gain a measure of power. Those who have learned what the couatl temples have to offer are known and rainbow servants, because they agree to further the couatl's agenda of virtue and hope no matter how far they stray from the jungle in exchange for the knowledge they've received.

Requirements
Alignment: Any nonevil and nonchaotic.
Skills: Knowledge (arcana) 4 ranks.
Spells: Able to cast 3rd-level arcane spells.
Special: Must find the hidden temples of the couatls.

RAUMATHARI BATTLEMAGE (UnEAST pg. 29)

RAVAGER (Warrior pg. 73)

REAPING MAULER (Warrior pg. 75)

RED WIZARD (DMG pg. 193)
The Red Wizards are the masters of Thay, the would-be magical overlords of the land of Faerun. They focus on a schol 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 world 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.

Requirements
Race: Human from Thay.
Alignment: Any nongood.
Skills: Spellcraft 8 ranks.
Feats: Tattoo Focus plus a total of three metamagic feats or item creation feats.
Spells: Able to cast 3rd-level arcane spells.

RISEN MARTYR (Exalted pg. 68)

RONIN (Warrior pg. 77)

RUNECASTER (PGtF pg. 69)

RUNESCARRED BERSERKER (UnEAST pg. 31)

SACRED EXORCIST (Div pg. 56)
Through elaborate rites that may include dancing, drumming, beating a possessed person on the soles of the feet, liberal use of holy wate, or many other means, sacred exorcists hope to drive away the 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.

Requirements
Alignment: Any good.
Skills: Knowledge (the planes) 10 ranks, Knowledge (religion) 7 ranks.
Spells: Able to cast dismissal or dispel evil.
Special: Adopting this prestiguue class requires the sanction of the 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 exorcists.

SACRED FIST (Div pg. 59)
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.

Requirements
Base Attack Bonus: +4.
Skill: Knowledge (religion) 8 ranks.
Feats: Combat Casting, Combat Reflexes, Improved Unarmed Strike, Stunning Fist.
Spells: Able to cast 1st-level divine spells.

SEEKER OF THE MISTY ISLE (Div pg. 61)
The elite order of elves was born to find the elven community stolen by Gruumsh and Kurtulmak in revenge for Corellon Larethian shooting out Gruumsh's eye. The seekers have walked the length and breadth of the land, huntinug patiently for the lost elves. Even among the long-lived elves, a dozen generations of seekers have lived and died without discovering more than a few scattered clues as to the Misty Isle's location. Yet still they search, and to give one's ife to the seekers; cause is one of the noblest sacrifices an elf can make.

Requirements
Race: Elf or Half-elf
Skills: Knowledge (religion) 4 ranks, Survival 8 ranks.
Spells: Able to cast 2nd-level divine spells.
Special: Must be inducted into the order by another member.

SENTINEL OF BHARRAI (Exalted pg. 69)

SHAARYAN HUNTER (PGtF pg. 71)

SHADOW ADEPT (PGtF pg. 72)

SHADOW THEIR OF AMN (PGtF pg. 74)

SHADOWDANCER (DMG pg. 194)
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
Skills: Move Silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks.
Feats: Combat Reflexes, Dodge, Mobility.

SHOU DISCIPLE (UnEAST pg. 32)

SKYLORD (Exalted pg. 71)

SLAYER OF DOMIEL (Exalted pg. 73)

SOUL EATER (Vile pg. 66)

SPELLGUARD OF SILVERYMOON (PGtF pg. 75)

SPELLSINGER (RoF pg. 185)

SPELLSWORD (Warrior pg. 79)

STALKER OF KHARASH (Exalted pg. 75)

SWANMAY (Exalted pg. 76)

SWORD OF RIGHTEOUSNESS (Exalted pg. 77)

TALONTAR BLIGHTLORD (UnEAST pg. 34)

TATTOOED MONK (Warrior pg. 82)

TELFLAMMAR SHADOWLORD (UnEAST pg. 36)

THAUMATURGIST (DMG pg. 196)
The thaumaturgist reaches out with divine power to other plance 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
Feats: Spell Focus (conjuration).
Spells: Able to cast lesser planar ally.

THAYAN KNIGHT (Warrior pg. 85)

THAYAN SLAVER (UnEAST pg. 37)

THRALL OF DEMOGORGON (Vile pg. 67)

THRALL OF GRAZ'ZT (Vile pg. 67)

THRALL OF JUIBLEX (Vile pg. 70)

THRALL OF ORCUS (Vile pg. 71)

TROUBADOUR OF STARS (Exalted pg. 78)

UR-PRIEST (Vile pg. 72)

VASSAL OF BAHAMUT (Exalted pg. 80)

VERMIN LORD (Vile pg. 73)

WAR CHANTER (Warrior pg. 87)

WARRIOR OF DARKNESS (Vile pg. 75)

WARRIOR SKALD (RoF pg. 186)

WARSHAPER (Warrior pg. 89)

WARSLING SNIPER (RoF pg. 188)

WONDERWORKER (Exalted pg. 82)

ZHENTARIM SPY (PGtF pg. 77)


Last Updated February 1, 2005

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