S

 

Sacred Exorcist - Sacred Exorcists strive to drive away the spiritual forces of evil.  As highly specialized professionals, their services are frequently in demand, though few cities would have need for a full-time sacred exorcist.  (from Defenders of the Faith) Requirements:
Alignment:
Any good
Knowledge (the planes): 7 ranks
Knowledge (religion): 10 ranks
Spells: Ability to cast dismissal or dispel evil.
Special: Sanction of a church or order that ordains sacred exorcists.
Sacred Fist - Sacred fists are independent organizations found within many temples.  Their ascetic members have turned their divine magic inward, brining their bodies and wills into harmony.  Sacred fists forswear the use of arms and heavy armor, they consider their minds and bodies as sacred gifts from their deity and develop those gifts to their fullest potential.  (from Defenders of the Faith) Requirements:
BAB:
+4
Feats: Alertness, combat reflexes, Improved Unarmed Strike
Spells: Ability to cast divine spells.
Scarlet Squirrels - Scarlet Squirrels are dedicated to protecting forests and ensuring communities live in harmony with nature. Special thanks to Bugaboo for this most unusual and unique Prestige Class Concept. 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. (From Relics & Rituals) 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 borders 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 Scout - Possessing the camouflage of a tiger, the stamina of a horse, and the eyes of an eagle, shadow scouts are trained to blend into their surroundings, to observe and remember  the smallest details, and to run like the wind to bring a report back alive.  (from Oriental Adventures) Requirements:
Alignment:
any non-evil
BAB: +4
Hide: 9 ranks
Move Silently: 9 ranks
Spot: 5 ranks
Feats: Run, Track
Shapeshifter - Masters of transforming, shapeshifters are often loners, haunting the wilderness in animal form, while others live in the midst of civilized society, using their abilities to become spies, thieves, or even assassins.  (from Oriental Adventures) Requirements:
BAB:
+3
Concentration: 10 ranks
Special: Alternate Form - must have some existing capability of changing forms, be it polymorph self spell, a druids wild shape ability, etc.
Shining Blade of Heironeous - an order of Knights dedicated to prowess in melee, achieved through prayer, devotion, and asceticism.  Shining Blades forsake all worldly wealth and many earthly pleasures to become a blade in the hand of Heironeous. 
From Dragon #283
Requirements:
Alignment:
LG
Patron Deity: Heironeous
BAB: +7
Base Will Save: +3
Knowledge (religion): 7 ranks
Spellcasting: Ability to cast divine Spells
Shintao Monk - Dedicated to following the teachings of the great Shintao, these monks seek to further their own quest for enlightenment and to continue Shintao's crusade against the evil of the Shadowlands.  (from Oriental Adventures) Monks of this order are relatively unheard, being so far from the base of their order in the Orient.  As such this class is not generally available to PC's.
Singh Rager - Singh Ragers take the noble lion (called a singh or singha in some societies) as their totem animal, drawing upon the furious strength of the beast to aid them in battle.  Their fury never robs them of their discipline and control, which to many minds makes them only more terrifying.  They are paragons of warrior virtue whose speed, strength and courage are unrivaled.  (from Oriental Adventures) Requirements:
Alignment:
Any lawful
BAB:
+7
Feats: Iron Will, Ki Shout
Sky Dancer of Ket - Rooftop battles, and aerial acrobatics, stunning swordplay and cunning martial arts: this is the realm of the Sky Dancer.  (Adapted from Weightless Foot Class from Dragon #289) Requirements:
Alignment:
Any non-chaotic, non-evil
BAB: +4
Balance: 8 ranks
Climb: 4 ranks
Concentration: 4 ranks
Jump: 6 ranks
Tumble: 4 ranks
Feats: Dodge, Iron Will, Mobility, Point Blank Shot
Special: Must have the evasion special ability, must be accepted into membership of the Sky Dancer's of Ket or, at the very least, taken on as a student by one.
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.  (From Psionics Handbook) 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.
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)

Spellsword - The dream of melding magic and swordplay is fulfilled in the person of the spellsword.  A student of both the martial and arcane arts, the spellsword learns to cast spells in armour with less chance of failure, and to cast spells through and store spells in her weapons.  From Tome and Blood Requirements:
BAB:
+4
Knowledge (any): 4 ranks
Weapon and armour Proficiencies: All simple and martial weapons and all armour.
Spellcasting: Ability to cast arcane spells of 2nd level
Special: Must have defeated a foe through force of arms alone, without resorting to spellcasting or special abilities.
Spymaster - As long as nations distrust other nations, there will be work for those who excel at gathering information that others wish to keep hidden.  (From Song and Silence) Requirements:
BAB:
+5
Bluff: 5 ranks
Gather Information: 5 ranks
Innuendo: 5 ranks
Feats: Skill Focus (Bluff)
Special: 5 ranks in each of two skills from the following list: Diplomacy, Disguise, Forgery and Sense Motive.
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. From Dragon #278 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.  (From Relics & Rituals) 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.