Grod_The_Giant
2013-03-08, 03:11 PM
Little tweaks to things that bug me. Or, if you'd prefer to think of it that way, low-impact balance adjustments. (Links to full-on fixes for my benefit as much as anyone else's)
General
Any class with 2+Int skill points is bumped up to 4+Int.
And class missing Listen, Spot, or Profession has it added to their list of class skills.
When determining skill points per level, your Int modifier always counts as at least +0-- a negative Int modifier cannot reduce the number of skill points you gain at level-up below whatever is the default for your class.
Classes do not have multiclass or (apart from paladin) alignment restrictions.
Material components without cost just aren't a thing. Strike them from existence. Strike spell component pouches from existence. Strike Eschew Materials from existence. It's just not a thing that happens. The only spells that require material components are those with a listed price.
Archivist (http://www.giantitp.com/forums/showpost.php?p=12623421&postcount=2)
Becomes an ACF of the wizard:
Access to Sorcerer/Wizard list traded for the Cleric list
d4 Hit Die improved to 1d6
Gains simple weapon and light armor proficiency.
Artificer-- I don't know enough about the class to suggest a fix. Don't allow XP/crafting cost cheese?
Effective caster level is equal to his artificer level, not his level+2
Retain Essence can only refill your crafting reserve-- any additional points are simply lost.
Ditch Metamagic Spell Trigger
Disable Trap = Trapfinding
Houserule for games with no experience: double the size of the craft reserve
Bard (http://www.giantitp.com/forums/showthread.php?t=316124)
Increase his HD to a d8
Be sure to allow access to the whole range of ACFs
Remove all feats, items, spells and such that boost Inspire Courage. Instead, have the bonus granted from all bard songs be equal to one-half his level or his Charisma modifier, whichever is lower.
Barbarian (http://www.giantitp.com/forums/showthread.php?t=328113)
No Illiteracy.
When raging, gains DR/-- equal to the Strength bonus and stacking with class-granted DR.
Greater Rage at 7th level, Mighty Rage at 14th, and "Perfect Rage" (Str/Con +10, Will +5) at 20th
Tireless Rage at 11th level
Infinite Rages at 20th level
Gains a fighter bonus feat every fourth level
Gain a bonus to Strength checks equal to your class level.
Beguiler
Casting based on Charisma, not Intelligence.
Advanced Learning at 3rd, 6th, 9th, 12th, 15th, and 18th.
Advanced Learning spells may be any sorcerer/wizard spell, at the default level
Binder
Expel Vestige is an inherent class feature now, usable 1/2 Charisma modifier times per day. The -10 penalties stack.
A feat, Improved Expel Vestige, reduces the penalties by 1/2 your binder level, rounded up.
Abilities with a 5-round cooldown instead move to a d4 round cooldown, similar to a dragon's breath weapon.
You may bind 1 vestige/5 class levels, minimum 1 (ie, one vestige at 1st, two at 5th, three at 10rd, etc)
Cleric (http://www.giantitp.com/forums/showthread.php?t=319556)
Becomes a spontaneous caster, who knows all spells from his deity's domains. (5 of them-- pick and choose if he has more, or pick related domains if he has fewer).
At 1st level, he gets the granted power from one domain. At 5th, 10th, 15th, and 20th he gets another.
At every even-numbered level, he can add one spell from the Cleric list to his list of spells known. The spell cannot be listed under a domain his deity disapproves of-- a cleric of Pelor couldn't learn Animate Dead, for example.
Clerics of a cause should work with their DM to pick out 5 thematically relevant domains, most likely including at least one alignment domain.
Crusader
Can take a standard action to restart his maneuver-granting chain thingie
Dragonfire Adept (http://www.giantitp.com/forums/showthread.php?p=15167076)
Improve his BAB to medium, and grant proficiency with light and heavy picks.
Level out breath weapon damage to 1d6/2 levels
Learns 2 invocations/3 class levels, minimum 1-- see medium BAB for the progression.
Beginning at 4th level, you take a move action to inhale, increasing either the save DC of your breath weapon by 1/4 your class level, or the damage to 1d6/class level. Doing so prevents you from using your breath weapon again for 1d4 rounds. You may apply metabreath feats to your weapon when using this option At 8th level, you may do so as a swift action, and at 16th, you may do so as a free action.
Dragon Shaman (http://www.giantitp.com/forums/showthread.php?p=15167076)
Improve his BAB to full
Improve his breath weapon damage to (3/4 level) d6 (as the medium BAB progression.)
Gain a bonus [Draconic] or Metabreath feat at 1st, 5th, 10th, 15th, and 20th level.
Draconic Aura bonus equal to his Charisma modifier or the number shown on the table, whichever is higher.
Double all natural armor bonuses
Gain wings at 10th level, but with clumsy maneuverability.
At 19th level, your fly speed improves to 120 feet, with good maneuverability, and you may fly with a medium load at no penalty, and a heavy load at half speed. You also have an overland movement speed as a dragon.
Dread Necromancer
Fear aura lasts for one minute/level
Advanced Learning at 3rd, 6th, 9th, 12th, 15th, and 18th.
Advanced Learning spells may be any sorcerer/wizard spell, at the default level
Druid (http://www.giantitp.com/forums/showthread.php?t=321588)
Add Knowledge (Geography) to their class list.
Use the Shapeshift variant in the PHBII
Becomes a spontaneous caster (http://www.d20srd.org/srd/variant/classes/spontaneousDivineCasters.htm), although he knows +1 spell/ spell level more than the table indicates.
You still get an Animal Companion from the original list, but he progresses as a familiar. You must take a feat ("Improved Animal Companion") to get a creature from the higher level lists.
Duskblade
Add Balance, Handle Animal, Profession, Listen, Spot, and Use Magic Device to skill list, boost points to 4+ Int
Add Detect Magic, Read Magic, Light, Mage Hand, Message, and Mending to the list of 0-level spells, and ditch Arcane Attunement
Advanced Learning at 4th, 8th, 12th, 16th, and 20th levels, learning a single sorcerer/wizard spell of any school from any level up to 1 level lower than the highest level of spell you can currently cast.
Duskblades know all spells on their list, and cast them spontaneously
As a variant option, have your spellcasting based on Charisma and Bluff, Diplomacy, Gather Information, and Intimidate to skill list, replacing Decipher Script, all Knowledge skills but (Arcana).
Factotum
You have Inspiration Points equal to your 1/4 your level (rounded down) + your Intelligence Modifier (min 1). At the start of a fight, you regain all expended points; otherwise you regain one every five minutes.
The Font of Inspiration feat adds a flat two Inspiration Points, and may only be taken once.
Cunning Strike adds 1d6 Sneak Attack damage per three levels. You may spend multiple points to add the damage to multiple attacks in a round, but not to add extra damage to the same attack.
Favored Soul
Knowledge (Religion) replaces (Arcana)
All spellcasting is based off either Charisma or Wisdom (your choice at character creation)
Fighter (http://www.giantitp.com/forums/showthread.php?t=276280)
Revised Class Skills: The fighter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering), Knowledge (History), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).
6+Int skill points/level.
When he takes any fighter bonus feat which grants a static bonus (such as Weapon Focus or Dodge), the bonus is equal to the original number of 1/4 his fighter level, whichever is higher.
When qualifying for fighter bonus feats, he may treat his ability scores as if they were a number of points higher than they are equal to one-half his fighter level. Thus, an 4th level fighter with a Dexterity of 13 could qualify for feats like Two-Weapon Fighting which require Dexterity 15.
Gain a bonus to Strength checks equal to one-half your class level.
At 10th level, you may make a full attack as a standard action.
At 15th level, you may make a full attack any time you could normally make one attack, such as on an attack of opportunity.
Gain the benefits of the Zhentarim Soldier ACF (http://www.wizards.com/default.asp?x=dnd/we/20060327a).
Gain the benefits of the Dungeoncrasher ACF without giving up your bonus feats.
Gain the benefits of the fighter ACFs from the PHB 2 at one level lower than indicated, and without giving up bonus feats. They're also activated with a standard action, not a free action.
Healer (http://www.giantitp.com/forums/showthread.php?t=133118)
All spells and abilities key off Wisdom
Spontaneous casting from their entire list, as a Warmage, Beguiler, or Dread Necromancer.
At 4th level, and every subsequent level, they may add one Cleric spell to their list of spells known. The spell cannot deal hit point damage (such as searing light) or cause pain (such as wrack) to its target), and cannot have the [evil] descriptor. Spells learned this way are one level higher than they originally are.
Healing Hands also adds Healer level.
Cleanse [X] abilities may be used [Wis Mod] times/day
10 levels after they are gained, Cleanse abilities may be used [level] times/day
New Limb may be used [Wis Mod] times/day
Hexblade (http://www.giantitp.com/forums/showthread.php?t=275279)
Hexblades know all spells on their list, and cast the spontaneously.
Hexblades get one spell per day per spell level more than shown on the table.
His curse may be used once every 1d4 rounds as a swift action. If an opponent successfully saves, the curse is not considered used.
Curse applies to all die rolls made by the target, and all rolls made against them, although only once on opposed rolls.
Bonus feats every 4 levels, and may select fighter bonus feats as well as the limited list presented.
At 9th level, curse recharge time improves to 1d4-1 rounds (minimum 1 round), and at 17th to 1d4-2 rounds (minimum 0 rounds)
At 11th level, he may expend his curse to cast a spell as a swift action.
Incarnate
Boost their BAB to medium (as the cleric)
Double the number of times per day Rapid Meldshaping may be used.
Perfect Meldshaper may be used [Wis Mod] times per day.
Knight
(Some credit to Ziegander for ideas)
Good Fortitude save
4+Intelligence Modifier skill points/level; add Bluff, Craft, Diplomacy, Knowledge (History), Listen, Profession, Sense Motive, and Spot to the list of class skills.
Tower Shield proficiency
Upon using your Knight's Challenge against a foe, you gain an amount of smite attempts equal to your Charisma modifier that may be use against that foe. Any melee attack against the challenged foe may be turned into a smite attempt. When smiting, you may add your Charisma modifier to attack rolls and ignore the foe's damage reduction, in addition to the bonus damage described below.
{table]Opponent's CR| Bonus Damage
Level -2 to Level| Knight level
Level +1 to Level +2| One and a half times knight level
Level +3 and up| Two times knight level[/table]
Armor Mastery (Medium) applies to the penalties from tower shields as well as armor.
Mount- At 2th level, a knight gains the services of a special mount. This mount is normally a heavy warhorse. Treat it as a druid's animal companion, without the Share Spells ability and with an effective druid level equal to your knight level. A knight may replace an unwanted or fallen mount with a week of intensive training. If he doesn't have time for intensive training, his mount still gains the first step of benefits, and gains one additional "step" on the table for each week it spends in the knight's service.
Strike of Denial (Ex)- Beginning at 7th level, any foe successfully struk by one of the Knight's attacks of opportunity must halt his movement for the turn.
Righteous Indignation (Ex): Starting at 11th level, whenever a creature within the Knight's reach attacks one of the Knight's allies, that creature provokes an attack of opportunity from the Knight. For the purpose of this ability, any non-harmless, targeted spell, ability, or effect counts as an attack.
Fast Reach (Ex)- Beginning at 13th level, a Knight threatens creatures in melee as though his reach were 5ft further.
Improved Strike of Denial (Ex): Starting at 15th level, a Knight's attacks of opportunity resolve before the provoking action, and should such an attack hit, the provoking action fails entirely, spent with no effect.
Master Shield Ally (Ex)-- At 18th level, a knight's Shield Ally ability improves still more. As an immediate action, he may move up to (five times his Strength modifier) feet in order to place himself adjacent to an ally being attacked.
Marshal (http://www.giantitp.com/forums/showthread.php?t=276280)
Use my Fighter Fix and play a Leader. Alternately:
Upgrade BAB to full
Lose Skill Focus (Diplomacy)
Double the bonus from Major Auras
Fighter bonus feats every third level.
Grant Move Action may be used as a swift action once every d4 rounds.
At 9th level, allies moving due to Grant Move Action don't provoke attacks of opportunity while doing so.
At 10th level, once per encounter, you may grant an additional standard action to one ally as a move action. At 15th level, you may do so twice per encounter, and at 20th level three times.
Monk (http://www.giantitp.com/forums/showthread.php?p=14783115)
Full BAB
Flurry of Blows may be used with any standard or full attack, or replaced with Skirmish (as the scout)
May use Wisdom in place of Strength for attack and damage rolls with unarmed strikes and special monk weapons, and when attempting combat maneuvers, starting at first level.
Slow Fall negates all falling damage-- at level 4, as long as you are within arm's reach of a wall; at level 8, as long as you are within arm's reach of a wall or make a Tumble check with a DC equal to half the fall distance; and at level 14 you never take falling damage as long as you are not helpless.
You can allow any spell you want to bypass the SR from Diamond Soul, which is also boosted to 15+level.
Abundant Step is useable every (10-Wis Mod, min 1) rounds.
Quivering Palm may be used Wisdom Modifier times per day, as a standard action, but targets who save can't be targeted again for 24 hours. It affects Constructs and Undead. It's a touch attack that inflicts full damage as well as the death effect. You must declare the time delay before death at the time you make the attack.
Empty Body may be used for 1 minute/level/day, distributed however you wish.
Perfect Self grants DR 10/chaos, a +4 perfection bonus to all abilities, and turns you into an Outsider (native), allowing you to still be raised from the dead.
Ninja
Ki may be used class level plus Wisdom modifier times per day
Replace Sudden Strike with Sneak Attack
Free Weapon Finesse feat at 1st level
Abilities that last for 1 round (Ghost Step, Ki Dodge) instead last for Wisdom modifier rounds
Acrobatics grants a bonus equal to your class level
Gain Evasion at third level, and Improved Evasion at 12th
At 9th level, gains Death Attack, as the assassin ability, with the save DC equal to 10 + 1/2 Ninja level + Wis mod. At 13th level, he only needs to study a foe for two rounds to use the ability, and at 17th level he only needs one round of study time.
Pal (http://www.giantitp.com/forums/showthread.php?p=12150015#post12150015)adin (http://www.giantitp.com/forums/showthread.php?p=14783115)
Smite does Charisma Mod+1d6/level damage, and may be used once every 1d4 rounds.
Lay on Hands is replaced by the Dragon Shaman's Touch of Vitality ability. You may also heal diseases by spending 15 points of healing.
Spellcasting based on Charisma. He knows all the spells on his list, and may cast them spontaneously. +1 spell/level/day, starting at the first level a spell level becomes available. CL = paladin level -3
At 7th level, he may expend a smite attempt to cast a paladin spell as a swift action. The Battle Blessing feat does not exist.
At 9th level, smite recharge time improves to 1d4-1 rounds (minimum 1 round), and at 17th to 1d4-2 rounds (minimum 0 rounds)
Or, use a proper fix
Psion- As an alternate option, you may base manifesting on Wisdom or Charisma.
Psionic Warrior- As an alternate option, you may base manifesting on Charisma.
Ranger (http://www.giantitp.com/forums/showthread.php?t=234888)
Favored Enemy grants an insight bonus equal to one-fourth your ranger level plus your Wisdom modifier to all attack rolls, damage rolls, and skill checks made against your favored enemy. Selecting an already-favored enemy again raises the bonus to 1/2 level, and a third selection to your full ranger level.
Knows all the spells on his list, and may cast them spontaneously; CL equals ranger level -3. +1 spell/level/day, starting from the first level they get access to spells of that level.
Animal Companion as a druid 3 levels lower instead of as a druid of half your level
Rogue (http://www.giantitp.com/forums/showthread.php?t=259254)
Improve hit die to a d8
Gain Darkstalker as a bonus feat at 6th level
Gain Hide in Plain Sight at 9th level
Samurai- it's a re-fluffed Knight
Shadowcaster
Use the creator's suggested fixes (http://www.enworld.org/forum/showthread.php?184955-Shadowcaster-fixes-by-Mouseferatu)
Shugenja- fine
Sorcerer (http://www.giantitp.com/forums/showpost.php?p=12623413&postcount=1)
Gain bonus Heritage feats at 1st, 5th, 10th, 15th, and 20th level.
At 4th level, and every subsequent even-numbered level, he may exchange one spell he knows for another spell of an equal or lower level. The exchanged spell may be of any level up to one level lower than the highest level spell he can cast.
Gain Rapid Metamagic as a bonus feat at 8th level
Scout (http://www.giantitp.com/forums/showthread.php?t=234888)
Spring Attack or Shot on the Run as a bonus feat at 2nd level, ignoring prerequisites. Bounding Assault (or an equivalent ranged feat) at 8th, and Rapid Blitz (or an equivalent ranged feat) at 15th.
Beginning at 9th level, no attacks of opportunity from moving.
Soulborn
Add Sense Motive and Knowledge (Nobility and Royalty) to their skill list. In addition, alignment no longer determines their bonus skill-- all Soulborn get Bluff, Diplomacy, Gather Information, and Intimidate.
Smite Opposition does Charisma Mod+1d6/level damage, and may be used once every 1d4 rounds. At 9th level, this recharge time improves to 1d4-1 rounds (minimum 1 round), and at 17th to 1d4-2 rounds (minimum 0 rounds)
His bonus feats may be drawn from the list of Fighter bonus feats, as well as Incarnum feats.
Share Incarnum Defense is continual and at-will-- it affects all adjacent allies automatically, and for [Cha Mod, minimum 1] rounds after they leave.
He gets additional bonus feats at 15th and 19th levels (continuing the progression).
Gets Rapid Meldshaping as an Incarnate, although he does not get the uses doubled as my Incarnate tweaks describe.
Meldshaping
A Soulborn has the Meldshaping ability of a Totemist 3 levels lower, with the following exceptions:
Save DCs for his soulmelds are based off Charisma, not Wisdom.
Soulborn do not get access to the Totem chackra.
Soulborn may bind to the Crown chakra at 5th level. (effective meldshaping level 2)
He still draws from the list of Soulborn soulmelds.
Otherwise, they follow the Totemist table for access to Chakra binds, Soulmelds/Day, Essentia, and Chakra Binds. Their Meldshaper level is equal to their Soulborn level-3. Thus, a 5th level Soulborn would be able to shape 3 Soulmelds, bind his Crown chakra, have 2 essentia from his class, and a Meldshaper level of 2.
Add the following Soulmelds to their class list:
Bloodwar Gauntlets
Lightning Gauntlets
Incarnate Weapon
Adamant Pauldrons
Vitality Belt
Remove the following Soulmelds from their class list:
ALL Necrocarnate soulmelds
Soulspark Familiar
Illusion Veil
Theraputic Mantle
Arcane Focus
Flame Cincuture
Soulknife (http://www.d20pfsrd.com/psionics-unleashed/classes/soulknife)
Pathfinder Conversion:
The 3.5 skill list includes Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Strength), and Tumble (Dex). Upgrade their skill points to 6+Int/level, to compensate for 3.5's less condensed skill list.
It's highly suggested that you take the Gifted Blade ACF-- if you do so, double the number of power points and powers known.
If you stick with the non-manifesting version, gain the following extra abilities:
At 5th level, you may re-shape your mind blade (and, thus, change your assigned mind blade enhancement) with 5 minutes of meditation.
At 10th level, you may charge your Psychic Strike as a Swift action.
At 15th level, you may re-shape your mind blade as a standard action.
At 20th level, you may apply Psychic Strike damage to every attack without taking actions.
Becomes an ACF of Psychic Warrior-- give up the bonus feats in exchange for the following abilities:
Mind Blade-- At first level, you can manifest your mind blade. It takes the form of one melee weapon of your choice (chosen at first level and not changeable without the Shape Mind Blade ability), and has an enhancement bonus equal to one-half your level, rounded down. It is always sized appropriately for you. Manifesting your mind blade is a swift action.
Throw Mind blade-- At second level, you can throw your mind blade, with a range increment of 30 feet. If you are a high enough level to gain multiple attacks, you may make multiple attacks with your thrown mind blade.
Shape Mind Blade[/B-- ]At fifth level, you may shape your mind blade into any melee weapon you're proficient with as a swift action. You may also shape your blade into two light weapons-- if you do so, the total bonus from your mind blade enhancement is shared between the two weapons.
[B]Mind Blade Enhancement Starting at 6th level, you may apply special enhancements to your mind blade in lieu of the enchantment bonus. There is no restriction on the list of properties, although you must follow normal magic weapon rules. Changing the enhancement takes one hour.
Swift Shape Mind Blade-- At 10th level, you may change the shape of your mind blade as a free action, which may even be taken in the middle of a full attack.
Swift Mind Blade Enhancement-- At twelfth level, you may change your mind blade enhancement as a standard action.
Effortless Mind Blade Enhancement-- At twentieth level, you may change the enhancement of your mind blade as a free action, which may even be taken in the middle of a full attack.
Spirit Shaman
Base all aspects of spellcasting off Wisdom
Spontaneous spellcasting, with spells known as a sorcerer.
Swashbuckler (http://www.giantitp.com/forums/showthread.php?t=259254)
Play a Warblade and wear light armor, or a rogue.
Swordsage
Adaptive Style as a bonus feat at first level
At 10th level, may use Adaptive Style as a standard action
Totemist
Boost HD to a d10
Add Hide and Move Silently to their skill list, along with Knowledge (Geography)
No Illiteracy.
Rebind Soulmeld may be used twice as often as the table shows.
Truenamer (http://www.giantitp.com/forums/showthread.php?t=217713)
Truespeak DCs are never based on 2*CR or 2*HD-- instead, reduce it to being based on unmodified CR or HD.
The Law of Sequence only applies to Utterances used against the same creature. You can use the same utterance on multiple targets just fine.
Decrease penalties from the Law of Resistance by (Int Mod) per hour, to a minimum of 0.
You may automatically speak your own personal Truename.
Gain Knowledge Focus at 2nd level, and every 3th level thereafter (5th, 8th, 11th, and 14th, 17th, and 20th)
Move Speak to the Masses to 10th level
See the Named may be used at will, but the Law of Resistance applies.
Warblade
Hit Die reduced to a d10
Revised skill list: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Intimidate, Jump, Knowledge (Local), Listen, Martial Lore, Profession, Sense Motive, Spot, Swim, Tumble, Use Rope
Class features are based off Charisma, not Intelligence
The list of warblade bonus feats includes all fighter bonus feats.
You must spend a move action to regain maneuvers; no more attacking-and-recovering. Starting at 10th level, you may recover as a Swift action.
Warlock
Upgrade his HD to a d8
Add Hide and Move Silently to their list of class skills
His number of invocations known equals his level (see Complete Mage for more choices)
Eldrich Blast deals 1d6/2 levels damage, as a rogue's sneak attack. You may full attack with Eldrich Blast.
Eldrich Essence invocations apply to all attacks in the full attack, but only once per target.
Blast Shape invocations are standard actions, and thus not compatible with full attacking. Eldrich Spear and Hideous Blow are exceptions to this rule.
New ACF: Stalwart Warlock
Upgrade his BAB to full
Proficiency with all martial weapons
Gain the Duskblade's Armored Mage ability, with all its upgrades.
Lose Eldrich Blast
Eldrich Essence invocations may be used with mundane attacks instead of your Eldrich Blast-- as a standard action, make a single attack (melee or ranged) at your highest BAB. If it hits, it deals damage as normal, and the foe is affected by the invocation.
Warmage (http://www.giantitp.com/forums/showthread.php?t=219088)
Warmage Edge adds one-half your Warmage level plus your intelligence modifier
Advanced Learning spells may be any sorcerer/wizard spell, at the default level
Advanced Learning at 3rd, 6th, 9th, 12th, 15th, and 18th.
Gain a metamagic feat at 5th, 10th, 15th, and 20th level. This replaces the bonus Sudden metamagic feats.
Beginning at 10th level, you may increase the CL cap on evocation spells by an amount equal to your Int modifier-- so with an Int of 20, fireball could deal up to 15d6 damage.
Wilder
Begins with 2 powers known, and learns one new power every level.
Psychic Enervation leaves them shaken instead of dazed, and burns a number of power points equal to twice the original amount surged for.
Elude touch applies to all attacks, not just touch attacks.
Can replace Volatile mind (and subsequent improvements) with psionic bonus feats.
Wizard (http://www.giantitp.com/forums/showpost.php?p=12623421&postcount=2)
Wizards are now spontaneous casters. A wizard begins play knowing (2*Int Mod) 0-level spells and (Int Mod) 1st level spells. At each subsequent level, he learns 2 spells of any level he has access to.
Specializing grants +1 CL, +1 DC, and +1 spell known/spell level of your chosen school (learned when you first gain access to that spell level).
A wizard may scribe spells in his spellbook and cast them at will. Casting a spell from his spellbook takes 10 minutes per spell level to cast, or 8 minutes per spell level if from a favored school. Circumstances distracting enough to require Concentration checks require a new check every 10 minutes that the distraction is still going on.
Gain the Archivist's Lore Mastery and Dark Knowledge class abilities.
At 4th level, and every subsequent even-numbered level, he may exchange one spell he knows for another spell of an equal or lower level. The exchanged spell may be of any level up to one level lower than the highest level spell he can cast.
-------------------------------------------------------
For easy reference: entirely new classes
Beastman (http://www.giantitp.com/forums/showthread.php?p=16914183#post16914183)-- A shape-shifting barbarian warrior.
Savage (http://www.giantitp.com/forums/showthread.php?t=240943)-- An animalistic barbarian slowly morphing into a beast himself. Highly customizable.
Shadow Assassin (http://www.giantitp.com/forums/showthread.php?t=218385)-- A stealthy, spell-casting assassin.
Windrunner (http://www.giantitp.com/forums/showthread.php?p=11922343#post11922343)-- A super-fast skirmisher.
General
Any class with 2+Int skill points is bumped up to 4+Int.
And class missing Listen, Spot, or Profession has it added to their list of class skills.
When determining skill points per level, your Int modifier always counts as at least +0-- a negative Int modifier cannot reduce the number of skill points you gain at level-up below whatever is the default for your class.
Classes do not have multiclass or (apart from paladin) alignment restrictions.
Material components without cost just aren't a thing. Strike them from existence. Strike spell component pouches from existence. Strike Eschew Materials from existence. It's just not a thing that happens. The only spells that require material components are those with a listed price.
Archivist (http://www.giantitp.com/forums/showpost.php?p=12623421&postcount=2)
Becomes an ACF of the wizard:
Access to Sorcerer/Wizard list traded for the Cleric list
d4 Hit Die improved to 1d6
Gains simple weapon and light armor proficiency.
Artificer-- I don't know enough about the class to suggest a fix. Don't allow XP/crafting cost cheese?
Effective caster level is equal to his artificer level, not his level+2
Retain Essence can only refill your crafting reserve-- any additional points are simply lost.
Ditch Metamagic Spell Trigger
Disable Trap = Trapfinding
Houserule for games with no experience: double the size of the craft reserve
Bard (http://www.giantitp.com/forums/showthread.php?t=316124)
Increase his HD to a d8
Be sure to allow access to the whole range of ACFs
Remove all feats, items, spells and such that boost Inspire Courage. Instead, have the bonus granted from all bard songs be equal to one-half his level or his Charisma modifier, whichever is lower.
Barbarian (http://www.giantitp.com/forums/showthread.php?t=328113)
No Illiteracy.
When raging, gains DR/-- equal to the Strength bonus and stacking with class-granted DR.
Greater Rage at 7th level, Mighty Rage at 14th, and "Perfect Rage" (Str/Con +10, Will +5) at 20th
Tireless Rage at 11th level
Infinite Rages at 20th level
Gains a fighter bonus feat every fourth level
Gain a bonus to Strength checks equal to your class level.
Beguiler
Casting based on Charisma, not Intelligence.
Advanced Learning at 3rd, 6th, 9th, 12th, 15th, and 18th.
Advanced Learning spells may be any sorcerer/wizard spell, at the default level
Binder
Expel Vestige is an inherent class feature now, usable 1/2 Charisma modifier times per day. The -10 penalties stack.
A feat, Improved Expel Vestige, reduces the penalties by 1/2 your binder level, rounded up.
Abilities with a 5-round cooldown instead move to a d4 round cooldown, similar to a dragon's breath weapon.
You may bind 1 vestige/5 class levels, minimum 1 (ie, one vestige at 1st, two at 5th, three at 10rd, etc)
Cleric (http://www.giantitp.com/forums/showthread.php?t=319556)
Becomes a spontaneous caster, who knows all spells from his deity's domains. (5 of them-- pick and choose if he has more, or pick related domains if he has fewer).
At 1st level, he gets the granted power from one domain. At 5th, 10th, 15th, and 20th he gets another.
At every even-numbered level, he can add one spell from the Cleric list to his list of spells known. The spell cannot be listed under a domain his deity disapproves of-- a cleric of Pelor couldn't learn Animate Dead, for example.
Clerics of a cause should work with their DM to pick out 5 thematically relevant domains, most likely including at least one alignment domain.
Crusader
Can take a standard action to restart his maneuver-granting chain thingie
Dragonfire Adept (http://www.giantitp.com/forums/showthread.php?p=15167076)
Improve his BAB to medium, and grant proficiency with light and heavy picks.
Level out breath weapon damage to 1d6/2 levels
Learns 2 invocations/3 class levels, minimum 1-- see medium BAB for the progression.
Beginning at 4th level, you take a move action to inhale, increasing either the save DC of your breath weapon by 1/4 your class level, or the damage to 1d6/class level. Doing so prevents you from using your breath weapon again for 1d4 rounds. You may apply metabreath feats to your weapon when using this option At 8th level, you may do so as a swift action, and at 16th, you may do so as a free action.
Dragon Shaman (http://www.giantitp.com/forums/showthread.php?p=15167076)
Improve his BAB to full
Improve his breath weapon damage to (3/4 level) d6 (as the medium BAB progression.)
Gain a bonus [Draconic] or Metabreath feat at 1st, 5th, 10th, 15th, and 20th level.
Draconic Aura bonus equal to his Charisma modifier or the number shown on the table, whichever is higher.
Double all natural armor bonuses
Gain wings at 10th level, but with clumsy maneuverability.
At 19th level, your fly speed improves to 120 feet, with good maneuverability, and you may fly with a medium load at no penalty, and a heavy load at half speed. You also have an overland movement speed as a dragon.
Dread Necromancer
Fear aura lasts for one minute/level
Advanced Learning at 3rd, 6th, 9th, 12th, 15th, and 18th.
Advanced Learning spells may be any sorcerer/wizard spell, at the default level
Druid (http://www.giantitp.com/forums/showthread.php?t=321588)
Add Knowledge (Geography) to their class list.
Use the Shapeshift variant in the PHBII
Becomes a spontaneous caster (http://www.d20srd.org/srd/variant/classes/spontaneousDivineCasters.htm), although he knows +1 spell/ spell level more than the table indicates.
You still get an Animal Companion from the original list, but he progresses as a familiar. You must take a feat ("Improved Animal Companion") to get a creature from the higher level lists.
Duskblade
Add Balance, Handle Animal, Profession, Listen, Spot, and Use Magic Device to skill list, boost points to 4+ Int
Add Detect Magic, Read Magic, Light, Mage Hand, Message, and Mending to the list of 0-level spells, and ditch Arcane Attunement
Advanced Learning at 4th, 8th, 12th, 16th, and 20th levels, learning a single sorcerer/wizard spell of any school from any level up to 1 level lower than the highest level of spell you can currently cast.
Duskblades know all spells on their list, and cast them spontaneously
As a variant option, have your spellcasting based on Charisma and Bluff, Diplomacy, Gather Information, and Intimidate to skill list, replacing Decipher Script, all Knowledge skills but (Arcana).
Factotum
You have Inspiration Points equal to your 1/4 your level (rounded down) + your Intelligence Modifier (min 1). At the start of a fight, you regain all expended points; otherwise you regain one every five minutes.
The Font of Inspiration feat adds a flat two Inspiration Points, and may only be taken once.
Cunning Strike adds 1d6 Sneak Attack damage per three levels. You may spend multiple points to add the damage to multiple attacks in a round, but not to add extra damage to the same attack.
Favored Soul
Knowledge (Religion) replaces (Arcana)
All spellcasting is based off either Charisma or Wisdom (your choice at character creation)
Fighter (http://www.giantitp.com/forums/showthread.php?t=276280)
Revised Class Skills: The fighter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering), Knowledge (History), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).
6+Int skill points/level.
When he takes any fighter bonus feat which grants a static bonus (such as Weapon Focus or Dodge), the bonus is equal to the original number of 1/4 his fighter level, whichever is higher.
When qualifying for fighter bonus feats, he may treat his ability scores as if they were a number of points higher than they are equal to one-half his fighter level. Thus, an 4th level fighter with a Dexterity of 13 could qualify for feats like Two-Weapon Fighting which require Dexterity 15.
Gain a bonus to Strength checks equal to one-half your class level.
At 10th level, you may make a full attack as a standard action.
At 15th level, you may make a full attack any time you could normally make one attack, such as on an attack of opportunity.
Gain the benefits of the Zhentarim Soldier ACF (http://www.wizards.com/default.asp?x=dnd/we/20060327a).
Gain the benefits of the Dungeoncrasher ACF without giving up your bonus feats.
Gain the benefits of the fighter ACFs from the PHB 2 at one level lower than indicated, and without giving up bonus feats. They're also activated with a standard action, not a free action.
Healer (http://www.giantitp.com/forums/showthread.php?t=133118)
All spells and abilities key off Wisdom
Spontaneous casting from their entire list, as a Warmage, Beguiler, or Dread Necromancer.
At 4th level, and every subsequent level, they may add one Cleric spell to their list of spells known. The spell cannot deal hit point damage (such as searing light) or cause pain (such as wrack) to its target), and cannot have the [evil] descriptor. Spells learned this way are one level higher than they originally are.
Healing Hands also adds Healer level.
Cleanse [X] abilities may be used [Wis Mod] times/day
10 levels after they are gained, Cleanse abilities may be used [level] times/day
New Limb may be used [Wis Mod] times/day
Hexblade (http://www.giantitp.com/forums/showthread.php?t=275279)
Hexblades know all spells on their list, and cast the spontaneously.
Hexblades get one spell per day per spell level more than shown on the table.
His curse may be used once every 1d4 rounds as a swift action. If an opponent successfully saves, the curse is not considered used.
Curse applies to all die rolls made by the target, and all rolls made against them, although only once on opposed rolls.
Bonus feats every 4 levels, and may select fighter bonus feats as well as the limited list presented.
At 9th level, curse recharge time improves to 1d4-1 rounds (minimum 1 round), and at 17th to 1d4-2 rounds (minimum 0 rounds)
At 11th level, he may expend his curse to cast a spell as a swift action.
Incarnate
Boost their BAB to medium (as the cleric)
Double the number of times per day Rapid Meldshaping may be used.
Perfect Meldshaper may be used [Wis Mod] times per day.
Knight
(Some credit to Ziegander for ideas)
Good Fortitude save
4+Intelligence Modifier skill points/level; add Bluff, Craft, Diplomacy, Knowledge (History), Listen, Profession, Sense Motive, and Spot to the list of class skills.
Tower Shield proficiency
Upon using your Knight's Challenge against a foe, you gain an amount of smite attempts equal to your Charisma modifier that may be use against that foe. Any melee attack against the challenged foe may be turned into a smite attempt. When smiting, you may add your Charisma modifier to attack rolls and ignore the foe's damage reduction, in addition to the bonus damage described below.
{table]Opponent's CR| Bonus Damage
Level -2 to Level| Knight level
Level +1 to Level +2| One and a half times knight level
Level +3 and up| Two times knight level[/table]
Armor Mastery (Medium) applies to the penalties from tower shields as well as armor.
Mount- At 2th level, a knight gains the services of a special mount. This mount is normally a heavy warhorse. Treat it as a druid's animal companion, without the Share Spells ability and with an effective druid level equal to your knight level. A knight may replace an unwanted or fallen mount with a week of intensive training. If he doesn't have time for intensive training, his mount still gains the first step of benefits, and gains one additional "step" on the table for each week it spends in the knight's service.
Strike of Denial (Ex)- Beginning at 7th level, any foe successfully struk by one of the Knight's attacks of opportunity must halt his movement for the turn.
Righteous Indignation (Ex): Starting at 11th level, whenever a creature within the Knight's reach attacks one of the Knight's allies, that creature provokes an attack of opportunity from the Knight. For the purpose of this ability, any non-harmless, targeted spell, ability, or effect counts as an attack.
Fast Reach (Ex)- Beginning at 13th level, a Knight threatens creatures in melee as though his reach were 5ft further.
Improved Strike of Denial (Ex): Starting at 15th level, a Knight's attacks of opportunity resolve before the provoking action, and should such an attack hit, the provoking action fails entirely, spent with no effect.
Master Shield Ally (Ex)-- At 18th level, a knight's Shield Ally ability improves still more. As an immediate action, he may move up to (five times his Strength modifier) feet in order to place himself adjacent to an ally being attacked.
Marshal (http://www.giantitp.com/forums/showthread.php?t=276280)
Use my Fighter Fix and play a Leader. Alternately:
Upgrade BAB to full
Lose Skill Focus (Diplomacy)
Double the bonus from Major Auras
Fighter bonus feats every third level.
Grant Move Action may be used as a swift action once every d4 rounds.
At 9th level, allies moving due to Grant Move Action don't provoke attacks of opportunity while doing so.
At 10th level, once per encounter, you may grant an additional standard action to one ally as a move action. At 15th level, you may do so twice per encounter, and at 20th level three times.
Monk (http://www.giantitp.com/forums/showthread.php?p=14783115)
Full BAB
Flurry of Blows may be used with any standard or full attack, or replaced with Skirmish (as the scout)
May use Wisdom in place of Strength for attack and damage rolls with unarmed strikes and special monk weapons, and when attempting combat maneuvers, starting at first level.
Slow Fall negates all falling damage-- at level 4, as long as you are within arm's reach of a wall; at level 8, as long as you are within arm's reach of a wall or make a Tumble check with a DC equal to half the fall distance; and at level 14 you never take falling damage as long as you are not helpless.
You can allow any spell you want to bypass the SR from Diamond Soul, which is also boosted to 15+level.
Abundant Step is useable every (10-Wis Mod, min 1) rounds.
Quivering Palm may be used Wisdom Modifier times per day, as a standard action, but targets who save can't be targeted again for 24 hours. It affects Constructs and Undead. It's a touch attack that inflicts full damage as well as the death effect. You must declare the time delay before death at the time you make the attack.
Empty Body may be used for 1 minute/level/day, distributed however you wish.
Perfect Self grants DR 10/chaos, a +4 perfection bonus to all abilities, and turns you into an Outsider (native), allowing you to still be raised from the dead.
Ninja
Ki may be used class level plus Wisdom modifier times per day
Replace Sudden Strike with Sneak Attack
Free Weapon Finesse feat at 1st level
Abilities that last for 1 round (Ghost Step, Ki Dodge) instead last for Wisdom modifier rounds
Acrobatics grants a bonus equal to your class level
Gain Evasion at third level, and Improved Evasion at 12th
At 9th level, gains Death Attack, as the assassin ability, with the save DC equal to 10 + 1/2 Ninja level + Wis mod. At 13th level, he only needs to study a foe for two rounds to use the ability, and at 17th level he only needs one round of study time.
Pal (http://www.giantitp.com/forums/showthread.php?p=12150015#post12150015)adin (http://www.giantitp.com/forums/showthread.php?p=14783115)
Smite does Charisma Mod+1d6/level damage, and may be used once every 1d4 rounds.
Lay on Hands is replaced by the Dragon Shaman's Touch of Vitality ability. You may also heal diseases by spending 15 points of healing.
Spellcasting based on Charisma. He knows all the spells on his list, and may cast them spontaneously. +1 spell/level/day, starting at the first level a spell level becomes available. CL = paladin level -3
At 7th level, he may expend a smite attempt to cast a paladin spell as a swift action. The Battle Blessing feat does not exist.
At 9th level, smite recharge time improves to 1d4-1 rounds (minimum 1 round), and at 17th to 1d4-2 rounds (minimum 0 rounds)
Or, use a proper fix
Psion- As an alternate option, you may base manifesting on Wisdom or Charisma.
Psionic Warrior- As an alternate option, you may base manifesting on Charisma.
Ranger (http://www.giantitp.com/forums/showthread.php?t=234888)
Favored Enemy grants an insight bonus equal to one-fourth your ranger level plus your Wisdom modifier to all attack rolls, damage rolls, and skill checks made against your favored enemy. Selecting an already-favored enemy again raises the bonus to 1/2 level, and a third selection to your full ranger level.
Knows all the spells on his list, and may cast them spontaneously; CL equals ranger level -3. +1 spell/level/day, starting from the first level they get access to spells of that level.
Animal Companion as a druid 3 levels lower instead of as a druid of half your level
Rogue (http://www.giantitp.com/forums/showthread.php?t=259254)
Improve hit die to a d8
Gain Darkstalker as a bonus feat at 6th level
Gain Hide in Plain Sight at 9th level
Samurai- it's a re-fluffed Knight
Shadowcaster
Use the creator's suggested fixes (http://www.enworld.org/forum/showthread.php?184955-Shadowcaster-fixes-by-Mouseferatu)
Shugenja- fine
Sorcerer (http://www.giantitp.com/forums/showpost.php?p=12623413&postcount=1)
Gain bonus Heritage feats at 1st, 5th, 10th, 15th, and 20th level.
At 4th level, and every subsequent even-numbered level, he may exchange one spell he knows for another spell of an equal or lower level. The exchanged spell may be of any level up to one level lower than the highest level spell he can cast.
Gain Rapid Metamagic as a bonus feat at 8th level
Scout (http://www.giantitp.com/forums/showthread.php?t=234888)
Spring Attack or Shot on the Run as a bonus feat at 2nd level, ignoring prerequisites. Bounding Assault (or an equivalent ranged feat) at 8th, and Rapid Blitz (or an equivalent ranged feat) at 15th.
Beginning at 9th level, no attacks of opportunity from moving.
Soulborn
Add Sense Motive and Knowledge (Nobility and Royalty) to their skill list. In addition, alignment no longer determines their bonus skill-- all Soulborn get Bluff, Diplomacy, Gather Information, and Intimidate.
Smite Opposition does Charisma Mod+1d6/level damage, and may be used once every 1d4 rounds. At 9th level, this recharge time improves to 1d4-1 rounds (minimum 1 round), and at 17th to 1d4-2 rounds (minimum 0 rounds)
His bonus feats may be drawn from the list of Fighter bonus feats, as well as Incarnum feats.
Share Incarnum Defense is continual and at-will-- it affects all adjacent allies automatically, and for [Cha Mod, minimum 1] rounds after they leave.
He gets additional bonus feats at 15th and 19th levels (continuing the progression).
Gets Rapid Meldshaping as an Incarnate, although he does not get the uses doubled as my Incarnate tweaks describe.
Meldshaping
A Soulborn has the Meldshaping ability of a Totemist 3 levels lower, with the following exceptions:
Save DCs for his soulmelds are based off Charisma, not Wisdom.
Soulborn do not get access to the Totem chackra.
Soulborn may bind to the Crown chakra at 5th level. (effective meldshaping level 2)
He still draws from the list of Soulborn soulmelds.
Otherwise, they follow the Totemist table for access to Chakra binds, Soulmelds/Day, Essentia, and Chakra Binds. Their Meldshaper level is equal to their Soulborn level-3. Thus, a 5th level Soulborn would be able to shape 3 Soulmelds, bind his Crown chakra, have 2 essentia from his class, and a Meldshaper level of 2.
Add the following Soulmelds to their class list:
Bloodwar Gauntlets
Lightning Gauntlets
Incarnate Weapon
Adamant Pauldrons
Vitality Belt
Remove the following Soulmelds from their class list:
ALL Necrocarnate soulmelds
Soulspark Familiar
Illusion Veil
Theraputic Mantle
Arcane Focus
Flame Cincuture
Soulknife (http://www.d20pfsrd.com/psionics-unleashed/classes/soulknife)
Pathfinder Conversion:
The 3.5 skill list includes Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Strength), and Tumble (Dex). Upgrade their skill points to 6+Int/level, to compensate for 3.5's less condensed skill list.
It's highly suggested that you take the Gifted Blade ACF-- if you do so, double the number of power points and powers known.
If you stick with the non-manifesting version, gain the following extra abilities:
At 5th level, you may re-shape your mind blade (and, thus, change your assigned mind blade enhancement) with 5 minutes of meditation.
At 10th level, you may charge your Psychic Strike as a Swift action.
At 15th level, you may re-shape your mind blade as a standard action.
At 20th level, you may apply Psychic Strike damage to every attack without taking actions.
Becomes an ACF of Psychic Warrior-- give up the bonus feats in exchange for the following abilities:
Mind Blade-- At first level, you can manifest your mind blade. It takes the form of one melee weapon of your choice (chosen at first level and not changeable without the Shape Mind Blade ability), and has an enhancement bonus equal to one-half your level, rounded down. It is always sized appropriately for you. Manifesting your mind blade is a swift action.
Throw Mind blade-- At second level, you can throw your mind blade, with a range increment of 30 feet. If you are a high enough level to gain multiple attacks, you may make multiple attacks with your thrown mind blade.
Shape Mind Blade[/B-- ]At fifth level, you may shape your mind blade into any melee weapon you're proficient with as a swift action. You may also shape your blade into two light weapons-- if you do so, the total bonus from your mind blade enhancement is shared between the two weapons.
[B]Mind Blade Enhancement Starting at 6th level, you may apply special enhancements to your mind blade in lieu of the enchantment bonus. There is no restriction on the list of properties, although you must follow normal magic weapon rules. Changing the enhancement takes one hour.
Swift Shape Mind Blade-- At 10th level, you may change the shape of your mind blade as a free action, which may even be taken in the middle of a full attack.
Swift Mind Blade Enhancement-- At twelfth level, you may change your mind blade enhancement as a standard action.
Effortless Mind Blade Enhancement-- At twentieth level, you may change the enhancement of your mind blade as a free action, which may even be taken in the middle of a full attack.
Spirit Shaman
Base all aspects of spellcasting off Wisdom
Spontaneous spellcasting, with spells known as a sorcerer.
Swashbuckler (http://www.giantitp.com/forums/showthread.php?t=259254)
Play a Warblade and wear light armor, or a rogue.
Swordsage
Adaptive Style as a bonus feat at first level
At 10th level, may use Adaptive Style as a standard action
Totemist
Boost HD to a d10
Add Hide and Move Silently to their skill list, along with Knowledge (Geography)
No Illiteracy.
Rebind Soulmeld may be used twice as often as the table shows.
Truenamer (http://www.giantitp.com/forums/showthread.php?t=217713)
Truespeak DCs are never based on 2*CR or 2*HD-- instead, reduce it to being based on unmodified CR or HD.
The Law of Sequence only applies to Utterances used against the same creature. You can use the same utterance on multiple targets just fine.
Decrease penalties from the Law of Resistance by (Int Mod) per hour, to a minimum of 0.
You may automatically speak your own personal Truename.
Gain Knowledge Focus at 2nd level, and every 3th level thereafter (5th, 8th, 11th, and 14th, 17th, and 20th)
Move Speak to the Masses to 10th level
See the Named may be used at will, but the Law of Resistance applies.
Warblade
Hit Die reduced to a d10
Revised skill list: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Intimidate, Jump, Knowledge (Local), Listen, Martial Lore, Profession, Sense Motive, Spot, Swim, Tumble, Use Rope
Class features are based off Charisma, not Intelligence
The list of warblade bonus feats includes all fighter bonus feats.
You must spend a move action to regain maneuvers; no more attacking-and-recovering. Starting at 10th level, you may recover as a Swift action.
Warlock
Upgrade his HD to a d8
Add Hide and Move Silently to their list of class skills
His number of invocations known equals his level (see Complete Mage for more choices)
Eldrich Blast deals 1d6/2 levels damage, as a rogue's sneak attack. You may full attack with Eldrich Blast.
Eldrich Essence invocations apply to all attacks in the full attack, but only once per target.
Blast Shape invocations are standard actions, and thus not compatible with full attacking. Eldrich Spear and Hideous Blow are exceptions to this rule.
New ACF: Stalwart Warlock
Upgrade his BAB to full
Proficiency with all martial weapons
Gain the Duskblade's Armored Mage ability, with all its upgrades.
Lose Eldrich Blast
Eldrich Essence invocations may be used with mundane attacks instead of your Eldrich Blast-- as a standard action, make a single attack (melee or ranged) at your highest BAB. If it hits, it deals damage as normal, and the foe is affected by the invocation.
Warmage (http://www.giantitp.com/forums/showthread.php?t=219088)
Warmage Edge adds one-half your Warmage level plus your intelligence modifier
Advanced Learning spells may be any sorcerer/wizard spell, at the default level
Advanced Learning at 3rd, 6th, 9th, 12th, 15th, and 18th.
Gain a metamagic feat at 5th, 10th, 15th, and 20th level. This replaces the bonus Sudden metamagic feats.
Beginning at 10th level, you may increase the CL cap on evocation spells by an amount equal to your Int modifier-- so with an Int of 20, fireball could deal up to 15d6 damage.
Wilder
Begins with 2 powers known, and learns one new power every level.
Psychic Enervation leaves them shaken instead of dazed, and burns a number of power points equal to twice the original amount surged for.
Elude touch applies to all attacks, not just touch attacks.
Can replace Volatile mind (and subsequent improvements) with psionic bonus feats.
Wizard (http://www.giantitp.com/forums/showpost.php?p=12623421&postcount=2)
Wizards are now spontaneous casters. A wizard begins play knowing (2*Int Mod) 0-level spells and (Int Mod) 1st level spells. At each subsequent level, he learns 2 spells of any level he has access to.
Specializing grants +1 CL, +1 DC, and +1 spell known/spell level of your chosen school (learned when you first gain access to that spell level).
A wizard may scribe spells in his spellbook and cast them at will. Casting a spell from his spellbook takes 10 minutes per spell level to cast, or 8 minutes per spell level if from a favored school. Circumstances distracting enough to require Concentration checks require a new check every 10 minutes that the distraction is still going on.
Gain the Archivist's Lore Mastery and Dark Knowledge class abilities.
At 4th level, and every subsequent even-numbered level, he may exchange one spell he knows for another spell of an equal or lower level. The exchanged spell may be of any level up to one level lower than the highest level spell he can cast.
-------------------------------------------------------
For easy reference: entirely new classes
Beastman (http://www.giantitp.com/forums/showthread.php?p=16914183#post16914183)-- A shape-shifting barbarian warrior.
Savage (http://www.giantitp.com/forums/showthread.php?t=240943)-- An animalistic barbarian slowly morphing into a beast himself. Highly customizable.
Shadow Assassin (http://www.giantitp.com/forums/showthread.php?t=218385)-- A stealthy, spell-casting assassin.
Windrunner (http://www.giantitp.com/forums/showthread.php?p=11922343#post11922343)-- A super-fast skirmisher.