And now, I have a few, fairly minor house rule list-
*Flanking is a status effect- Meaning that you are considered flanked by everyone if you are flanked.
*Clerics gain their choice of variant channeling for free (Or Rebuke/Command undead), which they choose which channel to use when channeling energy.
*Fighters and rogues are considered to have two copies of each class feature for the purpose of archetypes. Alternatively, a rogue may obtain This
*Will saves are now based off of Charisma OR wisdom.
*Gain a passive Perception check- Your base attack bonus plus your Wisdom modifier. Rouge levels count as having full base attack bonus for this purpose. This is basically your background skill check- Your ability to notice things without paying attention. Regular Perception is instead for when you actively roll for perception.
*Gain a free rank per level in either Profession (Any), Craft (Any), or Knowledge (Local, Engineering, Geography, or History). Base it on your character background.
*There are now two versions of Craft Magic Arms and Armor, Craft Magic arms and Armor, and Craft Arms and Armor- The difference is that the Non-magical ones are mundane- If you craft it, explain why the bonuses it gives are mundane. Use Profession (Blacksmith) or Craft (Arms)(Armor) in place of spellcraft for these rolls.
*Everyone gains the original combat expertise and power attack as a combat option. Things that have Power Attack as a prerequisite do not have it anymore.
*Everyone gains a pool of action points
up to their Wisdom or Charisma modifier, plus one per four character levels. You may trade two action points for a Hero Point
, up to either your Strength or Charisma modifier (Whichever is higher). Do not count nine level spellcasting purposes for your effective character level. If you are a Charisma or Wisdom based nine level caster, or summoner, count your Charisma as one lower per spellcasting level you have access to (So, if you had a charisma of 20 and could cast 2nd level spells, your charisma is counted as being 18 instead of 20). Wordcasters are not counted as spellcasters for the purpose of Action Points.
*Action Points are gained upon rolling a natural one or twenty on any d20 roll and permitting something bad to happen to your character (State upon discovery of roll), good roleplaying, and/or playing out your drawbacks. You will lose action points if you do not roleplay low ability scores.
*When you crit, you may make a skill check, ability check, or combat maneuver in place of dealing extra damage.
*Gain a bonus feat at level 1, 3, 6, and every 3 levels thereafter from a small list (See Below)
--Improved/Greater Combat Maneuver, Weapon Focus, Armor Proficiency, 1/2 a metamagic feat, Weapon Finesse [Altered], Combat Expertise [Altered], Point Blank Shot, deadly shot, or a Weapon Proficiency, Feats with Bardic Performance as a prerequisite, Eldritch Heritage (Maestro) (And all it’s following), Dodge, Toughness, Mobility, Experimental Spellcaster, Feats with Two Weapon Fighting as a prerequisite.
*Spell Like abilities count as spells for the purpose of meeting prerequisites for prestige classes.
*If a gun has a higher enhancement modifier than your strength modifier, take a -4 penalty to attack rolls, and never target touch AC.
*Dazing spell decreases the DC for a spell by 10.
*Failing a skill check by 5 or less will have something interesting happen instead of merely failing
*A Witch may choose to become a Divine caster, basing their spells and Hexes off of Wisdom instead of Intelligence. If they have a penalty to Intelligence, apply that penalty to their Wisdom score for all things requiring Wisdom.