Here are the Prestige classes and Feats used in my BR campaigns:
All Feats in Players Handbook (double xp to create these magical items: Rods, Staffs, Arms/Weapons, Wonderwould Items due to the magic "poor" setting).
All Prestige classes in Dungeon Master Guide are in use. But Shadowdancers are mainly open to
Halflings. And Blackguards are uncommon at best.
From Sword and Fist, I use the following Prestige classes:
Cavalier: As in the book, but only available to the following: Anuirean Nobles, Members of a Church of either Haelyn or Cuiracaen
Devoted Defender: As in book
Drunken Master: Not in perticalur use. Might be allowed on a case by case matter.
Duelist: In use, but only available to Brecht
Fist of Hextor: Not in use as in book. Instead there is a Beleniks Berserkers. These are not usual, but do exsist.
Beleniks Berserkers
Same requirements as in book, except being a follower of Belenik instead of Hextor, and Great Axe profiency instead of spiked gauntlet.
Otherwise generally as in book.
Ghostwalker: Not in use as a player prestige class
Gladiator: In use, but uncommon, and mostly in use in Rjuvik and Vos
Halfling Outrider: As in book, but are only known to be in use in the Borrows
Knight Protectors of the Great Kingdom: Not in use as in book.
Lasher: As in book, but very uncommon
Master of Chain: As in book, but extreamly uncommon
Master Samurai: Not in use as a player prestige class
Ninja of the Crecent Moon: Ninjas do exsist (same place as the Samurai :). But due to their secretive ways, and the fact that
no one in Anuire know they do exist, it's not a player prestige class.
Order of the Bow inisiate: As in book
Ravager: Not in use as a player prestige class
Red Avengers: Not in use
Tribal Protector: As in book
Warmaster: As in book. But not open to most PCs
Weapon Master: As in book. But only open to blooded scions. This because I explain the powers
as not a "Ki" power, but a power granted by the divine powers within.
Feats in Sword and Fist that I use: All, except Eagle Claw Attack
Prestige Classes from Defenders of the Faith: Church Inquisitor: Allowed. But not common, so GMs allowence are needed.
Consecrated Harrier: Of the known temples, only a few Haelyn Churches make Consecreted Harriers.
Contemplative: As "personal" contact are more common in this campaign, this one are easier then normal. But being allowed to take it are rareish. New domain gained first at 2nd level. Following powers are set "back" one level: slippery mind, Divine wholeness.
Divine Oracle: Allowed.
Holy Liberator: Allowed. Celestial Companion are gained at 8th, not 5th though.
Hospitaler: As in Book.
Hunter of the Dead: As in book. But also open to Belenik priest even with the Evil alignment. Bared to Krieshna priests.
Knight of the Chalice: No such organisation known on Cerilia at this time by the PCs.
Knights of the Middle Circle: No such organisation known on Cerilia at this time by the PCs.
Master of Shouds: Allowed. Not allowed for Belenik Priests.
Sacred Exorcist: Allowed. But VERY rare as there is from none to little knowledge about the planes.
Sacred Fist: Allowed. Very rare. Happen to find some connected to the Cuiraecen faith.
Templar: Allowed.
Warpriest: Allowed.
Feats in Defenders of the Faith allowed: All allowed.
Spells in Defenders of the Faith allowed: All except: Divine Sacrifice, Harrier, Spikes, Sword Stream
Changes to spells allowed:
Beast Claws: New level req: Beast 3, Drd 3, Clr 5
Bramles: New level req: Clr 3, Drd 2
Chain of Eyes: New duration: 10 min/level
Arcane Devotee: As in book. Although happen rarly. Except a few cases in the Ruornil Churches.
Archmage: As in book except one minor exception. The Mastery of Elements don't affect sonic spells. You can chance to or from Sonic.
Divine Champion: From Sword&Sorcery's Relics&Rituals I only allow (for players that is) a revised version of Blood Witch. (Might let Nesire priest take the Sea witch).
Blood Witch/Warlock
Hit Die: D4
Requirements: Concentration 10 Ranks, Knowledge (arcana) 10 Ranks, have atleast 2 Metamagic Feats, and be able to cast 4th level spells.
And the Blood Witch/Warlock have to be a blooded Scion.
The Special Abilites as before with this major exception:
The Blood Enhancement works as follows:
The blood witch is capable of using metamagic feats without actually increasing the spell level of the affected
spell - at the prize of a blood sacrifice.
The donor of the blood (usually the witch herlsef) looses as many RP permanently equal to the number
of spell levels the metamagic feat would have increased the spell.
Otherwise the ability are as before.
When it comes to the two new Metamagic I allow the Hide Spell. Although with the following change, it increase the spell 3 levels instead of 2.
Prestige Classes allowed from Tome and Blood: Will get back to that.
Feats in use from Tome and Blood: Arcane Defence
Arcane Preperation
Cooperative Spell
Delay Spell
Energy Admixture (can't add Sonic)
Energy Substitution (Can't add Sonic)
Eschew Materials
Extra Slot
Extra Spell
Greater Spell Focus
Improved Familiar
Innate Spell (somewhat unsure about this. Might make it max 10/day)
Persistent Spell
Sanctum Spell
Sculpt Spell (2 lvls higher, not 1)
Spell Specialization
Split Ray
Widen Spell
Full list of Domains and Prestige Domains open to priests: Avani, Goddess of the Sun; Lawful Neutral; Sun, Fire, Knowledge, Magic; Exorcism, Inquisiton, Mind
Erik, God of the Woodland; True Neutral; Air, Earth, Fire, Water, Animal,Plant; Beastmaster
Haelyn, God of Noble War; Lawful Good; Good, Law, War; Exorcism, Glory, Inquisiton
Belinik, God of Strife; Chaotic Evil; War, Chaos, Strength, Destruction; Domination, Madness
Nesirie, Goddess of the Sea; Chaotic Neutral; Water, Healing, Good, Protection; Community, Exorcism
Sera, Goddess of Wealth; Chaotic Neutral; Luck, Trickery, Travel; Divination
Cuiraecen, God of Battle; Chaotic Good; War, Chaos, Strength, Air; Celerity, Glory, Inquisition
Eloele, Goddess of Night; Chaotic Neutral; Trickery, Moon, Chaos;
Kriesha, Goddess of Winter; Lawful Evil; Cold, Death, Animal; Domination
Laerme, Goddess of Beauty; Chaotic Good; Fire, Charm, Healing, Protection; Community
Ruornil, God of Magic; True Neutral; Moon, Magic, Knowledge; Divination, Mind
Moradin, God of Dwarves; Lawful Good Earth, Good, Law, Protection; Creation, Exorcism, Inquisition