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Just because they work so well for us, figured I'd throw them out for dissection/adoption.
While it wasn't the driving impetus behind most choices, a lot of the rules end up balancing (somewhat) the perceived martial-caster disparity. Just something to keep in mind.
Actions can be downgraded - i.e. a standard action can be used to perform a move action, move action can be used to perform a swift action. As part of this change, the Quicken Spell feat makes a spell cast-able as a move action rather than as a swift. Additionally, characters get one immediate action every turn regardless of whether they have used a swift action or not.
All characters (and creatures) add their BAB to their Initiative.
Feats that are weapon-specific (Weapon Focus, Weapon Specialization, Improved Critical, etc.) apply to weapon groups rather than individual weapons as per the listings under the Fighter's Weapon Training class feature.
Power Attack, Deadly Aim and Combat Expertise are free to every character (and creature) who meet their pre-requisites. Weapon Finesse is no longer a feat and instead is a weapon quality - weapons with this quality use Dexterity to determine their attack bonus rather than Strength.
Combat Maneuvers are broken into two categories - one based on Strength which continue to use the STR modifier to determine CMD, and one based on Dexterity which uses that modifier instead. They are broken down below - additionally, Improved (Combat Maneuver) and Greater (Combat Maneuver) feats are combined.
Strength-based Combat Maneuvers:
Dexterity-based Combat Maneuvers:
Point Blank Shot does not exist and therefor is not needed as a pre-requisite. Improved Rapid Shot and Greater Rapid Shot replace Multishot and function as Improved TWF and Greater TWF.
Every class that gets 2 skill ranks/level gains 4 skill ranks/level instead.
Specific class changes:
Reflex saves considered 'Good'.
Gain Improved Evasion at 11th level.
Beginning a Rage and ending a Rage each require a swift action.
Clerics may choose their Domain class feature or their Channel class feature but not both - if they choose Channel then they get one free Channelling feat at 1st level.
All class features and spell DC's are Wisdom-based rather than Intelligence-based.
The Slumber Hex is removed.
Druids gain Wild Shape or Nature Bond but not both - if they choose Wild Shape they get Natural Spell as a bonus feat at 4th level for free.
Gain Bloodline spells at earliest opportunity (1st level at 1st, 2nd level at 4th, 3rd level at 6th, etc.)
Summoners gain the Eidolon class feature or the Summon Monster class feature but not both. If they choose the Summon Monster class feature then it functions as the Master Summoner's Summoning Mastery ability. Gate will also be replaced by 'Maximized Summoning' (summoned creatures have maximum hit points and Summoners always summon the maximum possible number of creatures).
Our group only uses Core and Base classes as, for the moment, 20+ classes and over two hundred archetypes plus any number of prestige classes offer more than enough variety for us. As such, adjustments haven't been made for Hybrid classes, Occult classes, Unchained classes, Alternate classes or Psionic classes at this point.