Here's the last of my house rules. These are not set in stone and I am open to arguments as to why I should or shouldn't use them. Although I'm not sure that there will be much complaining.

Class modifications.

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Skills: All classes that normally have 2+ skill points per level instead get 4+ skill points per level. The Knowledge skills of arcana, religion, nature, etc, are not used to identify monsters. The new skill Monster Lore (Int) is used to identify monsters, this skill is not on any class list and cannot be used untrained. There is a book called “Captain Wembley's Monster Atlas” that counts as a masterwork tool for the Monster Lore skill and allows an untrained user to make a check at -5. Consulting the book takes 10 minutes and a monster at hand to identify.

Sorcerer:
Special: Familiar: A sorcerer must have a familiar or be unable to cast spells. If the sorcerer's familiar dies he does not have to wait a year to gain another familiar.
Gain: Improved Familiar: At 1st level, a sorcerer gains Improved Familiar as a bonus feat. Bonus Feats: At 5th, 10th, 15th, and 20th level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, a familiar feat, or Spell Focus feat. The sorcerer must still meet all prerequisites for a bonus feat, including caster level minimums.
Add: School Specialization: A sorcerer must specialize in a school of magic. The available schools are Conjuration(Summoning), Necromancy, Illusion, Pyromancy(Fire), Aquamancy(Water and Acid), Aeromancy(Air and Sonic), and Geomancy(Earth). This works as the wizard's specialization does except that instead of preparing extra spells, at least 1/3 of the sorcerer's known spells must be from the specialization.
Spell Preparation: A sorcerer refreshes his spell slots by performing a 15 minute ritual with the appropriate materials (bones for a necromancer, flames for a pyromancer, etc). This ritual is a 1/day supernatural ability. If the sorcerer does not have a familiar the ritual must be used to summon a new familiar before it can be used to refresh spells. If the sorcerer does not wish to refresh his spell slots, and has access to his familiar then he may use the ritual to emulate an Augury spell.
Familiar: The sorcerer's familiar is the his link to the entity that grants him spells. As such, the form of the familiar is symbolic of that entity. For example, a necromancer may have a small animal skeleton or ghostlike thing, an aeromancer may have a bird or small air elemental as a familiar. The exact form and bonuses of the familiar is either chosen by the DM (with player input) or by the player (with DM approval). The level limits of the Improved Familiar feat may be safely ignored.

Wizard:
Lose: Familiar.
Add: School Specialization: A wizard must specialize in a school of magic. This follows all the normal rules for specialization except that a wizard specializing in Divination must prohibit two other schools and Divination can be a prohibited school for wizards with other specialties. The available schools are Abjuration, Conjuration(Creation), Divination, Enchantment, Evocation, and Transmutation.
Spell Preparation: A wizard must spend 10 minutes per spell level of the spell he wants to memorize. This time is not reduced for memorizing multiple copies of the same spell and does NOT alleviate the need to be fully rested.

Druid:
Add: A druid must choose which class feature to take at first level. The druid may only take one class feature.
a) Wildshape
b) Shapeshift (PHB2)
c) Animal Companion
Lose: Plant wildshaping and elemental wildshaping.
Change: Wildshape.
Dire animals and dinosaurs are Magical Beasts, not Animals. They are not available as wildshape options.
Subject uses the Monster Manual entry of the animal except for:
a) Intelligence
b) hit points
c) level, class, & alignment
d) spells, & spell-like abilities
Please remember:
a) the subject’s equipment is absorbed into the body & suppressed
b) if slain, the subject returns to it's original form
c) the somatic, verbal, and material manipulation components of spellcasting are not normally possible while wildshaped
Spell Preparation: A druid must spend 10 minutes per spell level of the spell he wants to memorize. This time is not reduced for memorizing multiple copies of the same spell and does NOT alleviate the need to be fully rested.

Favored Soul
Lose: Wings, energy resistance, and damage resistance.
Change: Spells known list to four domains and domain powers of the deity.
Spell Preparation: A Favored Soul refreshes his spell slots by performing a 15 minute ritual. This ritual is a 1/day supernatural ability. If the Favored Soul does not wish to refresh his spell slots he may use the ritual to emulate an Augury spell.
Requirement: The Favored Soul must worship a god.

Knight
Change: Test of Mettle and Daunting Challenge to Fighter Bonus Feats.

Cleric
Change: Turn/Rebuke Undead becomes a 3 times per day supernatural ability. The cleric turns 2d6 + cleric level + charisma modifier HD of undead.
Requirement: The cleric must worship a god. I will not allow a Lawful Good cleric to worship the philosophy of “Randomly doing whatever I want without any responsibilities” and getting the Death and Pain domains from doing so.
Spell Preparation: A cleric must spend 10 minutes per spell level of the spell he wants to memorize. This time is not reduced for memorizing multiple copies of the same spell and does NOT alleviate the need to be fully rested.

Soulknife
Change: Full base attack bonus.
The Mindblade Enhancement ability now stacks with the +# enhancements to the mindblade (example: a level 10 soulknife has a +4 bonus to his mindblade). The soulknife may choose to apply any or all of the bonuses to either hit/damage or special weapon abilities. All published enhancements are allowed and it takes 10 minutes of meditation per + of the enhancement to change your enhancements.

Fighter
Add: The fighter gets a bonus feat every level. Fighter levels count as full initiator levels for purposes of the Martial Study and Martial Stance feats. The fighter also ignores the restriction of only being able to take those feats three times, as long as he takes the feats as fighter bonus feats.

Dragon Shaman
Change: The DC of the breath weapon is 10 + 1/2 class level + Constitution modifier.
Change: Touch of Vitality does damage with a negative Charisma modifier. Fortitude save for 1/2 and a Will save to negate conditions applied, the DC is 10 + 1/2 character level + Charisma modifier.

CWar Samurai
Please don't.

General Adjustments to Casters
Spells (Prepared Casters): A prepared spell caster must spend 10 minutes per spell level of the spell he wants to memorize. This time is not reduced for memorizing multiple copies of the same spell and does NOT alleviate the need need to be fully rested.
Spells (Spontaneous Casters): A spontaneous spell caster refreshes his spell slots by performing a 15 minute ritual. This ritual is a 1/day supernatural ability.
Religons: Religon based spell casters must worship a god.


Feat modifications.

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Dodge, Endurance, Toughness, Iron Will, Lightning Reflexes, Great Fortitude, Point Blank Shot, Skill Focus, and Run are no longer prerequsites for anything.

Combat Expertise is not limited to +/-5, it is limited to the character's base attack bonus.

Cleave is not limited to one attack, it is limited to a number of extra attacks equal to your base attack bonus.

The feats needed to make magic items are altered, they no longer have caster level requirements. Extraordinary Artisan does not affect the amount of silver needed to bond the magic and Legendary Artisan is useless as there is no XP cost anymore.

Some feats may stack even if the description does not specify that they do (DM discretion). Examples include Greater Heavy Armor Optimization, Second Wind, Tomb Born Fortitude, Improved Initative, Greater Weapon Focus, Greater Spell Focus, Sudden Silent Spell, Greater Resiliency, Deflect Arrows, Improved Favored Enemy, Dodge, Endurance, Iron Will, Lightning Reflexes, Great Fortitude.

The following armors and shields are NOT exotic anymore: Spider Silk, Mammoth Leather, Interlocking Scale, Tumbler's Breastplate, Interlocking Plate, Battle Plate, Mountain Plate, Extreme Shield.

The following weapons are NOT exotic anymore: Barbed Dagger, Throwing Hammer, Kama, Broadblade Short Sword, Siangham, Flutterblade, Maul, Dire Pick, Warmace, Greatspear, Longaxe, Longstaff, Heavy Poleaxe, Blowguns, Crossbows, Shuriken.


That's all for tonight, let me know what you think. If you see something you like feel free to steal it.