Timeless Error
2011-09-25, 10:13 AM
Here's a new, heavily edited and revised version of my own take on fixing D&D 3.5 (original can be found here (http://www.giantitp.com/forums/showthread.php?t=202888)) which I reposted now because I'll be running a session with it in a few weeks. I've called it "Waymaker RPG," in keeping with the pattern of previous well-known D&D 3.5 fixes (Pathfinder and Trailblazer). :smallbiggrin:
Miscellaneous Changes:
Characters may not have a total amount of class levels beyond 8. After attaining level 8, characters gain a bonus feat for every additional 1,000 XP they gain (idea comes from the E6/E8 system, here (http://dungeons.wikia.com/wiki/E6_%283.5e_Sourcebook%29), except at a faster rate of advancement).
There are no XP penalties for multiclassing.
You add your Constitution score to your hit points at first level, instead of just your Constitution modifier.
All fractions automatically round up, instead of rounding down like they did in 3.5.
Use Realms of Chaos's rules for Combat Techniques (http://www.giantitp.com/forums/showthread.php?t=217700), found here, except that the Advancement ability is gained at 4th and 8th level, and only humanoid creatures (not humanoid in type, but humanoid in basic shape, as determined by the DM) can use Combat Techniques, unless that creature has levels in a character (PC or NPC) class (if the creature is nonhumanoid, racial levels and class levels do not stack for determining the amount and advancement of combat techniques a character has).
A character's base amount of attacks of opportunity is equal to half their base attack bonus.
Characters add their Dexterity modifier to damage with bows.
Use the Pathfinder Combat Maneuver (http://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers) system, except you may add either your Str or Dex modifier to your CMD and your CMB, but not both. Do not use the PF versions of the Improved Trip, Sunder, etc. feats.
Power Attack can be used with bows. Treat bows as one handed weapons for the purposes of Power Attack.
There is no attack penalty for firing ranged weapons into melee.
Action Points: You have a certain amount of action points that you can use per level (1/2 your character level +5). You can augment any die roll you make by 1d6 per action point spent to enhance that die roll (with the exception of stabilization checks to avoid losing hit points when knocked into negatives - those cannot be enhanced with action points). You can enhance your AC or CMD (against one attack only), or the DC of one spell you cast, in the same way. You may decide to augment die rolls, AC, spell DCs, or CMD after you learn the result of your die roll/the attack/save made against you, but, in the case of AC, not after your opponent rolls damage. Additionally, you can spend one action point to gain an additional swift or immediate action, two action points to gain an additional move action, three action points to gain an additional standard action, or four action points to gain an additional full-round action. You recharge your action points per level (and maybe even gain a new one) when you level up (after you stop leveling, action points recharge every 10 feats you gain).
Only Player Characters (and possibly a few NPCs chosen by the DM) gain access to action points.
Shield bonuses to AC apply to Touch, not Flat Footed, AC.
Spells do not have material components, unless their original 3.5 components cost 100 gp or more.
Negative levels impose a -1 penalty to all d20 rolls, hit points, AC, and CMD, instead of their 3.5 effect.
All characters that gain the Evasion class feature, and already have Evasion from another source, instead gain Improved Evasion.
A character who is denied their Dexterity bonus to AC is always flat-footed, and vice versa.
All characters are now proficient with their unarmed strikes.
Races:
All races are now familiar (as the weapon familiarity racial trait) with any weapon with their race's name in it.
Dwarves are small with Powerful Build (see the half-giant racial trait, here (http://www.d20srd.org/srd/psionic/monsters/halfGiant.htm)). However, they do not gain the bonus to Stealth checks for being small-sized. Dwarves gain a +2 racial bonus to Mechanics checks. Dwarves may choose to replace their penalty to Charisma with a -2 penalty to Dexterity (this choice must be made at first level, and may not be changed once it is made).
Elves may choose to replace their bonus to Dexterity with a +2 bonus to Intelligence, and/or may choose to replace their penalty to Constitution with a -2 penalty to Strength (this choice must be made at first level, and may not be changed once it is made). Elves may cast either the Cat’s Grace spell or the Fox’s Cunning spell, on themselves only, once per day.
Gnomes may choose not to gain spell like abilities. Instead, they may choose to gain +2 to Deception and Social checks (this choice must be made at first level, and may not be changed once it is made). Gnomes gain a +2 racial bonus to Mechanics checks. Gnomes may choose to gain +2 Charisma instead of +2 Constitution, and/or -2 Wisdom instead of -2 Strength (this choice must be made at first level, and may not be changed once it is made).
Half-Elves gain +2 to an ability score of choice (this choice must be made at first level, and may not be changed once it is made). Half-Elves gain a +2 bonus to Perception checks instead of +1.
Halflings gain +2 to a Perform skill of their choice (this choice must be made at first level, and may not be changed once it is made). All action point dice that would normally be rolled as d6’s are instead rolled as d8’s for a Halfing.
Half-Orcs take either a -2 penalty to Int or a -2 penalty to Cha, not both (this choice must be made at first level, and may not be changed once it is made). Half-Orcs gain a +2 racial bonus on Acrobatics and Athletics checks. Additionally, Half-Orcs may rage (as the Barbarian ability) once per day or +1 time per day if they have levels in Barbarian. Orcs also gain the rage ability.
Humans do not gain a bonus feat at level one. Instead, they gain +2 to an ability score of choice (this choice must be made at first level, and may not be changed once it is made). All action point dice that would normally be rolled as d6’s are instead rolled as d8’s for a Human.
Classes:
All base class alignment prerequisites are removed, with the exception of the Paladin's alignment restriction (Paladins must still be Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil - see the Paladin variants found here (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinVariantsFreedom SlaughterAndTyranny)).
New Core Classes:
Rationale Behind Class Additions:When designing Waymaker, I looked at the 11 current base classes and started to sort them into four categories - arcane spellcaster, divine spellcaster, warrior, and expert. I noticed that there were two major classes for each character archetype. The Sorcerer and Wizard were arcane spellcasters, the Cleric and Druid were divine spellcasters, the Barbarian and Fighter were warriors, and the (modified) Monk and Rogue were experts. The remaining classes were all fusions of the four categories. The Bard was an arcane-expert, the Paladin was a divine-warrior, and the Ranger was an expert-warrior. There were, however, gaps in this pattern. An arcane-divine, arcane-warrior, and divine-expert were missing. I therefore decided that Waymaker required three new "core" classes - the Spellblade, the Inquisitor, and the Prophet.
The Inquisitor
Abilities: Charisma, the primary casting statistic of the Inquisitor, is vital to the Inquisitor’s ability to cast divine spells. Intelligence helps Inquisitors disable traps and gives them extra skill points. Dexterity and Constitution are important for defense, since Inquisitors have a fairly low hit die and lack proficiency with medium and heavy armor.
Starting Age: As Fighter.
Starting Gold: As Cleric.
Class Skills
The Inquisitor's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Fraud (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Mechanics (Int), Perception (Wis), Profession (Int), Sense Motive (Wis), Sleight of Hand (Dex), Social (Cha), Stealth (Dex), and Use Rope (Dex).
Trained Skills: 6 + Int modifier
The Inquisitor
{table=head]Level|Base Attack Bonus|Hit Points|Fort|Ref|Will|Special|0|1st|2nd|3rd
1st|
+0|
8|
+0|
+2|
+2|Trapfinding, Inquisitor Archetype|2|||
2nd|
+1|
12|
+0|
+3|
+3|Judgement 1/day|3|0||
3rd|
+2|
17|
+1|
+3|
+3|Holy Guidance|3|0+1||
4th|
+3|
21|
+1|
+4|
+4|Mystic Ability, Judgement 2/day|3|1+1|0|
5th|
+3|
26|
+1|
+4|
+4|Bane|3|2+1|0+1|
6th|
+4|
30|
+2|
+5|
+5|Judgement 3/day|3|2+1|1+1|
7th|
+5|
35|
+2|
+5|
+5|Greater Holy Guidance|3|2+1|1+1|
8th|
+6/+1|
39|
+2|
+6|
+6|Judgement 4/day, Second Judgement|3|2+1|2+1|0+1[/table]
Class Features
All of the following are class features of the Inquisitor.
Weapon and Armor Proficiencies: The Inquisitor is proficient with simple weapons, and with light armor, but not with shields.
Spells:
An Inquisitor casts divine spells, which are drawn from the Inquisitor spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an Inquisitor must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Inquisitor’s spell is 10 + the spell level + the Inquisitor’s Charisma modifier.
Like other spellcasters, an Inquisitor can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Inquisitor. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Inquisitor indicates that the Inquisitor gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The Inquisitor has a number of spells known equal to that of a Bard of equal level. The Inquisitor draws spells from the Inquisitor spell list.
Upon reaching 5th level, and again at 8th level, an Inquisitor can choose to learn a new spell in place of one he already knows. In effect, the Inquisitor "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Inquisitor spell the Inquisitor can cast. An Inquisitor may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Deity, Domains, and Domain Spells:
An Inquisitor’s deity influences his alignment, what magic he can perform, his values, and how others see him. An Inquisitor chooses two domains from among those belonging to his deity. An Inquisitor can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If an Inquisitor is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the Inquisitor access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Inquisitor gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, an Inquisitor prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Trapfinding: See the Rogue class feature of the same name.
Inquisitor Archetype:
At first level, the Inquisitor chooses one of the following archetypes. This choice cannot be changed after it is made.
Righteous Investigator: The Inquisitor gains Urban Tracking (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#urbanTracking) as a bonus feat adds half his or her Inquisitor level to all Intimidate, Perception, Sense Motive, and Social checks. The Inquisitor adds the following spells to his or her list of spells known:
1st: Detect Good, Detect Evil, Detect Law, Detect Chaos
2nd: Zone of Truth, See Invisibility
3rd: Discern Lies, Locate Creature, Locate Object, Scrying
Righteous Trickster: The Inquisitor gains +1d6 sneak attack damage adds half his or her Inquisitor level to all Bluff, Fraud, Sleight of Hand, and Stealth checks. The Inquisitor adds the following spells to his or her list of spells known:
1st: Disguise Self, Obscure Object, Pass Without Trace, Undetectable Alignment
2nd: Silence, Invisibility, Misdirection
3rd: Glibness, Nondetection, Zone of Silence
Judgement (Su): See the Pathfinder Inquisitor class feature here (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-).
Holy Guidance (Su): Starting at 3rd level, the Inquisitor becomes perpetually under the effect of a protection from [alignment] spell. Good Inquisitors are protected from evil, evil Inquisitors are protected from good, and neutral Inquisitors can choose (this choice must be made at first level and cannot be changed once it is made). Additionally, lawful Inquisitors are protected from chaos, chaotic Inquisitors are protected from law, and neutral Inquisitors can choose (this choice must be made at first level and cannot be changed once it is made). For example, a lawful neutral Inquisitor is protected from chaos and either good or evil.
Mystic Ability (Su): At level four, an Inquisitor gains one Mystic Ability from the Inquisitor list.
Bane (Su): See the Inquisitor class feature, here (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Bane-Su-).
Greater Holy Guidance (Su): Starting at 6th level, all constant protection from [alignment] effects granted to the Inquisitor by the Holy Guidance ability are uprgraded to perpetual magic circle against [alignment] effects.
Second Judgement: See the Pathfinder Inquisitor class feature here (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Second-Judgment-Ex-).
The Prophet:
Abilities: Intelligence and Wisdom are the most important abilities for a Prophet. One is the key statistic for their arcane casting, and the other is the key statistic for their divine casting. A good Dexterity and Constitution will be invaluable for making up for the lack of armor and hit points.
Starting Age: As Wizard.
Starting Gold: As Wizard.
Class Skills
The Prophet's class skills (and the key ability for each skill) are Knowledge (all skills, taken individually) (Int), Linguistics (Int), Mechanics (Int), Perception (Wis), Profession (Int), Sense Motive (Wis), and Social (Cha).
Skills Trained: 2 + Int modifier
The Prophet
{table=head]Level|Base Attack Bonus|Hit Points|Fort Save|Ref Save|Will Save|Special
1st|
+0|4|
+0|
+0|
+2|Spells, Mystic Ability
2nd|
+1|6|
+0|
+0|
+3|Theurgy 1/day, Bonus Metamagic Feat
3rd|
+1|9|
+1|
+1|
+3|Prophecy
4th|
+2|11|
+1|
+1|
+4|Theurgy 2/day, Greater Theurgy 1/day
5th|
+2|14|
+1|
+1|
+4|Great Prophecy
6th|
+3|16|
+2|
+2|
+5|Theurgy 3/day, Bonus Metamagic Feat
7th|
+3|19|
+2|
+2|
+5|Dread Prophecy
8th|
+4|21|
+2|
+2|
+6|Theurgy 4/day, Greater Theurgy 2/day[/table]
Class Features
All of the following are class features of the Prophet.
Weapon and Armor Proficiencies: The Prophet is proficient with simple weapons, but with no armor or shield.
Spells:
The Prophet gains access to both arcane and divine spells. Prophets draw arcane spells from the Wizard spell list, but may only choose three schools from which spells may be drawn. He also gains access to the Divination school for free. The Prophet has a number of spells known equal to a Sorcerer of his level. Prophets also draw divine spells from three Cleric domains of choice. He knows all the spells of his three domains. Prophets may not choose domains that do not match his alignment (for example, a good Prophet may not choose evil as one of his domains). Since domains do not have 0-level spells (orisons), Prophets may choose orisons from the Cleric, Druid, and Inquisitor spell list. He has a number of orisons known equal to twice his Prophet level.
Prophets use Intelligence to determine the number of bonus arcane spells per day they have, and the DCs of arcane spells, and use Wisdom to determine the number of bonus divine spells per day they have, and the DCs of divine spells.
Prophet Spells Per Day:
{table=head]Arcane|Divine
{table=head]0|1st|2nd|3rd|4th
2|0|||
3|1|||
3|1|||
3|2|0||
3|2|1||
3|2|2|0|
3|3|2|1|
3|3|2|2|1[/table]|{table=head]0|1st|2nd|3rd|4th
2|0|||
3|1|||
3|1|||
3|2|0||
3|2|1||
3|2|2|0|
3|3|2|1|
3|3|2|2|1[/table][/table]
Mystic Ability: At level one, the Prophet chooses one Mystic Ability from the Prophet list.
Theurgy (Su): A number of times per day shown on the table, a Prophet who applies a metamagic feat he has to a spell (either divine or arcane) and casts another spell that is of the opposite type (divine, if the previous round's spell was arcane, or vice versa) in the following round, he may apply the same metamagic feat to that spell with a reduced (by one half level) spell adjustment. For example, Maelojas is a sixth level Prophet with the Empower Spell feat. Maelojas casts an Empowered Ray of Enfeeblement in the first round of combat, and casts an Empowered Cure Serious Wounds in the second. Empowering a spell takes up a spell slot two levels higher than the spell would normally use, but Maelojas may apply it at a reduced (-3 from half Maelojas's level) cost because of his Theurgy ability.
Bonus Metamagic Feat: At the indicated levels, a Prophet gains a bonus metamagic feat that he qualifies for.
Prophecy (Sp): Starting at third level, a Prophet may use augury (http://www.d20srd.org/srd/spells/augury.htm) as a spell like ability a number of times per day equal to his Prophet level.
Greater Theurgy (Su): A number of times per day shown on the table, when a Prophet uses his Theurgy ability, he may, instead of casting the next spell in the following round, Quicken it for free (as if using the Quicken Spell feat, but without the spell slot adjustment).
Great Prophecy (Sp): Starting at fifth level, a Prophet may use divination (http://www.d20srd.org/srd/spells/divination.htm) as a spell like ability a number of times per day equal to half his Prophet level.
Dread Prophecy (Sp): Starting at seventh level, a Prophet may use commune (http://www.d20srd.org/srd/spells/commune.htm) once per day as a spell like ability.
The Spellblade
As the Magus class (http://www.d20pfsrd.com/classes/base-classes/magus), except the Spellblade:
a) has a spells per day progression of a Bard of equal level. Spellblades may scribe a number of spells in their spellbook equal to 3 x the Bard's spells known (but they still prepare spells).
b) gains a full base attack bonus.
c) gains Melee or Ranged Focus as a bonus feat at level 1 (unless multiclassing into Spellblade from another class).
d) does not gain a good Fortitude save.
e) gains a Mystic Ability from the Spellblade list at level 4.
Changes to Old Core Classes
Barbarian
Barbarians gain either Melee or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Barbarian from another class does not gain this bonus feat.
Barbarians gain a good Reflex save.
Tough it Out: A number of times per day equal to half the Barbarian’s highest Base Attack Bonus, rounded up, a Barbarian of second level or higher who has taken damage may immediately attempt a Fortitude save (DC equal to 7 + damage dealt). If successful, the Barbarian converts the damage to non lethal damage.
Since skill points no longer exist, becoming literate requires the Barbarian to be trained in Linguistics.
Barbarians gain pounce (http://www.d20srd.org/srd/specialAbilities.htm#pounce) at level 6. If the Barbarian gains Greater Mastery of the Blitz Combat Technique at level 8, he exchanges this ability for a bonus feat at that point (but no sooner).
Barbarians gain Tireless Rage at level 8.
Bard
Bards gain the Pathfinder Bard's Distraction (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Distraction-Su-) class feature at level 1.
Bards do not gain 3rd level spells at 7th level. Instead, they gain a single 3rd level Bard spell known, and a single 3rd level spell per day, at level 8.
Bards gain the Trapfinding class feature at level 1.
Bards gain the Dabbler feat at level 4.
At level four, a Bard gains one Mystic Ability from the Bard list.
Bards gain their suggestion class feature at level 7.
Cleric
Clerics have spells known from the Cleric spell list equal to 3 x the Sorcerer’s spells known (but they still prepare spells). Since Sorcerers learn spells of a new level a level later than other classes, treat the Cleric as having 1 2nd-level spell known at 3rd level, and 1 3rd-level spell known at 5th level. Additionally, Clerics gain Cure (or Inflict) Minor Wounds and Cure (or Inflict) Light Wounds as bonus spells known at level 1, Cure (or Inflict) Moderate Wounds as a bonus spell known at level 3, and Cure (or Inflict) Serious Wounds as a bonus spell known at level 5.
At level one, a Cleric gains one Mystic Ability from the Cleric list.
Druid
Druids have spells known from the Druid spell list equal to 3 x the Sorcerer’s spells known (but they still prepare spells). Since Sorcerers learn spells of a new level a level later than other classes, treat the Druid as having 1 2nd-level spell known at 3rd level, and 1 3rd-level spell known at 5th level. Additionally, Druids gain Summon Nature’s Ally I as bonus spells known at level 1, Summon Nature’s Ally II as a bonus spell known at level 3, and Summon Nature’s Ally III as a bonus spell known at level 5.
Like Barbarians, Druids start off play with the Illiteracy class feature. Since skill points no longer exist, becoming literate requires the Druid to be trained in Linguistics.
Druids gain Wild Shape 1/day at level 4, Wild Shape 2/day at level 6, and Wild Shape 3/day at level 8.
Druids do not gain an animal companion.
At level one, a Druid gains one Mystic Ability from the Druid list.
Use the Pathfinder Wild Shape Rules (http://www.d20pfsrd.com/classes/core-classes/druid#TOC-Wild-Shape-Su-) for the Druid Wild Shape ability.
Fighter
Fighters gain either Melee or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Fighter from another class does not gain this bonus feat.
Add Knowledge (Social), Mechanics, Perception, Sense Motive, Social, and Survival to the Fighter class skill list.
The Fighter now has trained skills equal to 4 + Int modifier.
Tough it Out: A number of times per day equal to half the Fighter’s highest Base Attack Bonus, rounded up, a Fighter of second level or higher who has taken damage may immediately attempt a Fortitude save (DC equal to 7 + damage dealt). If successful, the Fighter converts the damage to non lethal damage.
The Fighter gains a +1 bonus to CMB and CMD at level 1. This increases to +2 at level 5.
The Fighter gains a +1 bonus to his/her effective Base Attack Bonus for the purpose of determining Combat Techniques. This increases to +2 at level 5.
Armor Skill: At 2nd, 4th, 6th, and 8th level, a Fighter reduces the Armor Check penalty from wearing armor by 1, to a minimum of 0.
Mastery of Body: Starting at 1st level, a Fighter may train for one hour at the start of each day, practicing martial techniques. This might be weapon drills, exercises, or even meditation. After training, the Fighter is treated as continuously under the effect of one (or two at 3rd level, three at 5th level, and four at 7th level) of the following abilities for the next 24 hours (effective caster level equal to the character's Fighter level):
Acclimated (equivalent of endure elements), Athletic (equivalent of jump), Deadly (equivalent of keen edge), Resistant (equivalent of resist energy), Skilled (equivalent to divine favor), Swift (equivalent of longstrider), Thick-Skinned (equivalent of barkskin), Vigorous (equivalent of aid), Zealous (equivalent to align weapon).
Grit: At level 3, when a Fighter succeeds on a Fortitude save, and he or she would normal suffer a partial effect (such as half damage), he or she instead suffers no effect.
Uncanny Dodge: Fighters gain this class feature (see the Barbarian feature) at level 4.
Zeal: At level 5, a when a Fighter succeeds on a Will save, and he or she would normal suffer a partial effect (such as half damage), he or she instead suffers no effect.
Evasion: At level 7, when a Fighter succeeds on a Reflex save, and he or she would normal suffer a partial effect (such as half damage), he or she instead suffers no effect.
Improved Uncanny Dodge: Fighters gain this class feature (see the Barbarian feature) at level 8.
Lightly-Armor Fighter Variant:
A Fighter may choose to lose proficiency with medium armor, heavy armor, shields, their good Fortitude save, and the Armor Training class feature, in exchange for:
a) A good Reflex save.
b) Dodge as a bonus feat at level 1.
c) Acrobatics and Stealth as class skills.
d) Starting at level 2, a Lightly-Armor Fighter may add either his/her Intelligence or Wisdom modifier as a dodge bonus to AC (minimum 1).
e) At level 4, a Lightly-Armored Fighter gains a +5-foot bonus to his speed. This bonus increases to +10-feet at level 8.
Monk
Use jiriku's Monk as fixed here (http://www.giantitp.com/forums/showthread.php?t=150122).
Monks only gain 6 + Int trained skills per level, not 8.
The Monk's unarmored AC bonus applies to CMD as well as AC. The Monk's Empty Strike class feature applies to CMB as well as attack and damage.
Monks do not gain the Versatile Attack class feature. They gain Empty Strike at level 1, but it replaces Strength instead of adding to it.
Monks are allowed to multiclass freely, and may continue taking levels in Monk even after having multiclassed.
Paladin
Paladins gain either Melee or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Paladin from another class does not gain this bonus feat.
Paladins are allowed to multiclass freely, and may continue taking levels in Paladin even after having multiclassed.
Paladins add Athletics to their class skill list.
Paladins have the Bard's spells per day progression, and may learn a number of spells on the Pathfinder Paladin spell list (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---paladin) (with the addition of cantrips from the Cleric spell list) equal to 3 x the Bard's spells known (but they still prepare spells).
The Paladin’s Smite Evil is as follows: A number of times per day equal to half your Paladin level, rounded up, minimum one, you may add twice your Charisma bonus (minimum 1) as a bonus to an attack roll and a number of d6’s to damage equal to your Paladin level against an evil creature. If you accidentally use a Smite Evil attempt against a non-evil creature, there is no effect, but it still counts against your Smite Evil attempts for the day.
Paladin spells are Charisma based, not Wisdom based.
Tough it Out: A number of times per day equal to half the Paladin’s highest Base Attack Bonus, rounded up, a Paladin of second level or higher who has taken damage may immediately attempt a Fortitude save (DC equal to 7 + damage dealt). If successful, the Paladin converts the damage to non lethal damage.
The bonus to saving throws granted by the Divine Grace class feature is a sacred bonus (or a profane bonus, if the Paladin is one of Tyranny or Slaughter).
At 4th level, a Paladin adds his/her Charisma bonus as a sacred bonus to AC (or a profane bonus, if the Paladin is one of Tyranny or Slaughter).
At level four, a Paladin gains one Mystic Ability from the Paladin list.
Paladins do not gain a Special Mount.
At 8th level, a Paladin adds his/her Charisma bonus as a sacred bonus to damage rolls (or a profane bonus, if the Paladin is one of Tyranny or Slaughter).
Ranger
Rangers gain either Melee or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Ranger from another class does not gain this bonus feat.
Rangers gain Trapfinding and Disable Device as a class skill.
Rangers do not gain access to divine spells.
Rangers do not gain an animal companion.
Rangers gain the Monk's fast movement and AC progression (but not the Monk's Wisdom to AC), but, unlike the Monk, these abilities may be used in light armor.
Rangers gain their first Combat Style feature at level 1 instead of level 2.
Ranger combat style options are now chosen from the following list:
Archery:
At level 1, the Ranger gains Rapid Shot as a bonus feat.
At level 6, the Ranger gains Manyshot as a bonus feat.
Two-Weapon Fighting:
At level 1, the Ranger gains Two-Weapon Fighting as a bonus feat.
At level 6, the Ranger gains Rapid Two-Weapon Fighting as a bonus feat.
Charging:
At level 1, the Ranger adds 1d8 to his/her total damage on a charge.
At level 6, the Ranger adds 2d8 to his/her total damage on a charge instead of 1d8.
Mounted Combat:
At level 1, the Ranger gains access to the Mounted Combat feat, even if he or she does not meet the prerequisites.
At level 6, the Ranger gains access to the Ride-By Attack feat, even if he or she does not meet the prerequisites.
Einhander:
At level 1, the Ranger gains Einhander as a bonus feat.
At level 6, the bonus to AC and damage rolls granted by the Einhander feat increases to one half of the character's base attack bonus, instead of one third.
Sword and Shield:
At level 1, the Ranger gains Improved Shield Bash as a bonus feat.
At level 6, the bonus to AC granted by holding a shield increases by one third of the character's base attack bonus.
At third and eighth level, the Ranger gains the Pathfinder Ranger's favored terrain (http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Terrain-Ex-) class feature.
Rogue
Rogues have a d8 hit die instead of a d6 hit die.
At 1st level, and again at 3rd, 5th, and 7th level, a Rogue gains Skill Specialization with a skill of choice.
At level 2, a Rogue gains either Cat’s Grace, Eagle’s Splendor, or Fox’s Cunning once per day.
At level 4, a Rogue gains either Silence or Glibness once per day.
At level 6, a Rogue gains an additional use per day of the spell like ability he or she selected at level 2.
Rogues gain Rogue special abilities at 1st, 4th, and 7th level (instead of starting at 10th level).
At level 8, a Rogue gains an additional use per day of the spell like ability he or she selected at level 4.
At level 8, as long as both the Rogue and at least one ally threaten the same opponent, the rogue may treat that opponent as flanked.
Sorcerer
Sorcerers have a d6 hit die instead of a d4 hit die.
At level one, a Sorcerer gains one Mystic Ability from the Sorcerer list.
The Sorcerer gains a bonus Metamagic or Item Creation feat at levels 4 and 8.
Use Pathfinder Sorcerer bloodlines as detailed here (http://www.d20pfsrd.com/classes/core-classes/sorcerer#TOC-Bloodline). 9th level bloodline powers are instead gained at 8th level.
Wizard
Wizards can have spells in their spell book equal to 3 x the Sorcerer’s spells known (but they still prepare spells). Since Sorcerers learn spells of a new level a level later than other classes, treat the wizard as having 1 2nd-level spell in his/her spell book at 3rd level, and 1 3rd-level spell in his/her spell book at 5th level. Wizards are capable of learning the spells in one spell book well enough to cast them, but no more than that.
At level one, a Wizard gains one Mystic Ability from the Wizard list.
Wizards does not gain a bonus feat at level 5. Instead, he or she gains the Fighter's bonus feat progression, but may choose only Metamagic and Item Creation feats for those feat slots.
At level 4, a wizard may choose one spell in his/her spellbook. This choice of spell cannot be changed once it is made. The wizard may cast this spell spontaneously, like a Sorcerer, or a good Cleric casting a cure spell. The wizard may choose another spell to cast spontaneously at level 7.
Miscellaneous Changes:
Characters may not have a total amount of class levels beyond 8. After attaining level 8, characters gain a bonus feat for every additional 1,000 XP they gain (idea comes from the E6/E8 system, here (http://dungeons.wikia.com/wiki/E6_%283.5e_Sourcebook%29), except at a faster rate of advancement).
There are no XP penalties for multiclassing.
You add your Constitution score to your hit points at first level, instead of just your Constitution modifier.
All fractions automatically round up, instead of rounding down like they did in 3.5.
Use Realms of Chaos's rules for Combat Techniques (http://www.giantitp.com/forums/showthread.php?t=217700), found here, except that the Advancement ability is gained at 4th and 8th level, and only humanoid creatures (not humanoid in type, but humanoid in basic shape, as determined by the DM) can use Combat Techniques, unless that creature has levels in a character (PC or NPC) class (if the creature is nonhumanoid, racial levels and class levels do not stack for determining the amount and advancement of combat techniques a character has).
A character's base amount of attacks of opportunity is equal to half their base attack bonus.
Characters add their Dexterity modifier to damage with bows.
Use the Pathfinder Combat Maneuver (http://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers) system, except you may add either your Str or Dex modifier to your CMD and your CMB, but not both. Do not use the PF versions of the Improved Trip, Sunder, etc. feats.
Power Attack can be used with bows. Treat bows as one handed weapons for the purposes of Power Attack.
There is no attack penalty for firing ranged weapons into melee.
Action Points: You have a certain amount of action points that you can use per level (1/2 your character level +5). You can augment any die roll you make by 1d6 per action point spent to enhance that die roll (with the exception of stabilization checks to avoid losing hit points when knocked into negatives - those cannot be enhanced with action points). You can enhance your AC or CMD (against one attack only), or the DC of one spell you cast, in the same way. You may decide to augment die rolls, AC, spell DCs, or CMD after you learn the result of your die roll/the attack/save made against you, but, in the case of AC, not after your opponent rolls damage. Additionally, you can spend one action point to gain an additional swift or immediate action, two action points to gain an additional move action, three action points to gain an additional standard action, or four action points to gain an additional full-round action. You recharge your action points per level (and maybe even gain a new one) when you level up (after you stop leveling, action points recharge every 10 feats you gain).
Only Player Characters (and possibly a few NPCs chosen by the DM) gain access to action points.
Shield bonuses to AC apply to Touch, not Flat Footed, AC.
Spells do not have material components, unless their original 3.5 components cost 100 gp or more.
Negative levels impose a -1 penalty to all d20 rolls, hit points, AC, and CMD, instead of their 3.5 effect.
All characters that gain the Evasion class feature, and already have Evasion from another source, instead gain Improved Evasion.
A character who is denied their Dexterity bonus to AC is always flat-footed, and vice versa.
All characters are now proficient with their unarmed strikes.
Races:
All races are now familiar (as the weapon familiarity racial trait) with any weapon with their race's name in it.
Dwarves are small with Powerful Build (see the half-giant racial trait, here (http://www.d20srd.org/srd/psionic/monsters/halfGiant.htm)). However, they do not gain the bonus to Stealth checks for being small-sized. Dwarves gain a +2 racial bonus to Mechanics checks. Dwarves may choose to replace their penalty to Charisma with a -2 penalty to Dexterity (this choice must be made at first level, and may not be changed once it is made).
Elves may choose to replace their bonus to Dexterity with a +2 bonus to Intelligence, and/or may choose to replace their penalty to Constitution with a -2 penalty to Strength (this choice must be made at first level, and may not be changed once it is made). Elves may cast either the Cat’s Grace spell or the Fox’s Cunning spell, on themselves only, once per day.
Gnomes may choose not to gain spell like abilities. Instead, they may choose to gain +2 to Deception and Social checks (this choice must be made at first level, and may not be changed once it is made). Gnomes gain a +2 racial bonus to Mechanics checks. Gnomes may choose to gain +2 Charisma instead of +2 Constitution, and/or -2 Wisdom instead of -2 Strength (this choice must be made at first level, and may not be changed once it is made).
Half-Elves gain +2 to an ability score of choice (this choice must be made at first level, and may not be changed once it is made). Half-Elves gain a +2 bonus to Perception checks instead of +1.
Halflings gain +2 to a Perform skill of their choice (this choice must be made at first level, and may not be changed once it is made). All action point dice that would normally be rolled as d6’s are instead rolled as d8’s for a Halfing.
Half-Orcs take either a -2 penalty to Int or a -2 penalty to Cha, not both (this choice must be made at first level, and may not be changed once it is made). Half-Orcs gain a +2 racial bonus on Acrobatics and Athletics checks. Additionally, Half-Orcs may rage (as the Barbarian ability) once per day or +1 time per day if they have levels in Barbarian. Orcs also gain the rage ability.
Humans do not gain a bonus feat at level one. Instead, they gain +2 to an ability score of choice (this choice must be made at first level, and may not be changed once it is made). All action point dice that would normally be rolled as d6’s are instead rolled as d8’s for a Human.
Classes:
All base class alignment prerequisites are removed, with the exception of the Paladin's alignment restriction (Paladins must still be Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil - see the Paladin variants found here (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinVariantsFreedom SlaughterAndTyranny)).
New Core Classes:
Rationale Behind Class Additions:When designing Waymaker, I looked at the 11 current base classes and started to sort them into four categories - arcane spellcaster, divine spellcaster, warrior, and expert. I noticed that there were two major classes for each character archetype. The Sorcerer and Wizard were arcane spellcasters, the Cleric and Druid were divine spellcasters, the Barbarian and Fighter were warriors, and the (modified) Monk and Rogue were experts. The remaining classes were all fusions of the four categories. The Bard was an arcane-expert, the Paladin was a divine-warrior, and the Ranger was an expert-warrior. There were, however, gaps in this pattern. An arcane-divine, arcane-warrior, and divine-expert were missing. I therefore decided that Waymaker required three new "core" classes - the Spellblade, the Inquisitor, and the Prophet.
The Inquisitor
Abilities: Charisma, the primary casting statistic of the Inquisitor, is vital to the Inquisitor’s ability to cast divine spells. Intelligence helps Inquisitors disable traps and gives them extra skill points. Dexterity and Constitution are important for defense, since Inquisitors have a fairly low hit die and lack proficiency with medium and heavy armor.
Starting Age: As Fighter.
Starting Gold: As Cleric.
Class Skills
The Inquisitor's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Fraud (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Mechanics (Int), Perception (Wis), Profession (Int), Sense Motive (Wis), Sleight of Hand (Dex), Social (Cha), Stealth (Dex), and Use Rope (Dex).
Trained Skills: 6 + Int modifier
The Inquisitor
{table=head]Level|Base Attack Bonus|Hit Points|Fort|Ref|Will|Special|0|1st|2nd|3rd
1st|
+0|
8|
+0|
+2|
+2|Trapfinding, Inquisitor Archetype|2|||
2nd|
+1|
12|
+0|
+3|
+3|Judgement 1/day|3|0||
3rd|
+2|
17|
+1|
+3|
+3|Holy Guidance|3|0+1||
4th|
+3|
21|
+1|
+4|
+4|Mystic Ability, Judgement 2/day|3|1+1|0|
5th|
+3|
26|
+1|
+4|
+4|Bane|3|2+1|0+1|
6th|
+4|
30|
+2|
+5|
+5|Judgement 3/day|3|2+1|1+1|
7th|
+5|
35|
+2|
+5|
+5|Greater Holy Guidance|3|2+1|1+1|
8th|
+6/+1|
39|
+2|
+6|
+6|Judgement 4/day, Second Judgement|3|2+1|2+1|0+1[/table]
Class Features
All of the following are class features of the Inquisitor.
Weapon and Armor Proficiencies: The Inquisitor is proficient with simple weapons, and with light armor, but not with shields.
Spells:
An Inquisitor casts divine spells, which are drawn from the Inquisitor spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an Inquisitor must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Inquisitor’s spell is 10 + the spell level + the Inquisitor’s Charisma modifier.
Like other spellcasters, an Inquisitor can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Inquisitor. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Inquisitor indicates that the Inquisitor gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The Inquisitor has a number of spells known equal to that of a Bard of equal level. The Inquisitor draws spells from the Inquisitor spell list.
Upon reaching 5th level, and again at 8th level, an Inquisitor can choose to learn a new spell in place of one he already knows. In effect, the Inquisitor "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Inquisitor spell the Inquisitor can cast. An Inquisitor may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Deity, Domains, and Domain Spells:
An Inquisitor’s deity influences his alignment, what magic he can perform, his values, and how others see him. An Inquisitor chooses two domains from among those belonging to his deity. An Inquisitor can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If an Inquisitor is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the Inquisitor access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Inquisitor gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, an Inquisitor prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Trapfinding: See the Rogue class feature of the same name.
Inquisitor Archetype:
At first level, the Inquisitor chooses one of the following archetypes. This choice cannot be changed after it is made.
Righteous Investigator: The Inquisitor gains Urban Tracking (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#urbanTracking) as a bonus feat adds half his or her Inquisitor level to all Intimidate, Perception, Sense Motive, and Social checks. The Inquisitor adds the following spells to his or her list of spells known:
1st: Detect Good, Detect Evil, Detect Law, Detect Chaos
2nd: Zone of Truth, See Invisibility
3rd: Discern Lies, Locate Creature, Locate Object, Scrying
Righteous Trickster: The Inquisitor gains +1d6 sneak attack damage adds half his or her Inquisitor level to all Bluff, Fraud, Sleight of Hand, and Stealth checks. The Inquisitor adds the following spells to his or her list of spells known:
1st: Disguise Self, Obscure Object, Pass Without Trace, Undetectable Alignment
2nd: Silence, Invisibility, Misdirection
3rd: Glibness, Nondetection, Zone of Silence
Judgement (Su): See the Pathfinder Inquisitor class feature here (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-).
Holy Guidance (Su): Starting at 3rd level, the Inquisitor becomes perpetually under the effect of a protection from [alignment] spell. Good Inquisitors are protected from evil, evil Inquisitors are protected from good, and neutral Inquisitors can choose (this choice must be made at first level and cannot be changed once it is made). Additionally, lawful Inquisitors are protected from chaos, chaotic Inquisitors are protected from law, and neutral Inquisitors can choose (this choice must be made at first level and cannot be changed once it is made). For example, a lawful neutral Inquisitor is protected from chaos and either good or evil.
Mystic Ability (Su): At level four, an Inquisitor gains one Mystic Ability from the Inquisitor list.
Bane (Su): See the Inquisitor class feature, here (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Bane-Su-).
Greater Holy Guidance (Su): Starting at 6th level, all constant protection from [alignment] effects granted to the Inquisitor by the Holy Guidance ability are uprgraded to perpetual magic circle against [alignment] effects.
Second Judgement: See the Pathfinder Inquisitor class feature here (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Second-Judgment-Ex-).
The Prophet:
Abilities: Intelligence and Wisdom are the most important abilities for a Prophet. One is the key statistic for their arcane casting, and the other is the key statistic for their divine casting. A good Dexterity and Constitution will be invaluable for making up for the lack of armor and hit points.
Starting Age: As Wizard.
Starting Gold: As Wizard.
Class Skills
The Prophet's class skills (and the key ability for each skill) are Knowledge (all skills, taken individually) (Int), Linguistics (Int), Mechanics (Int), Perception (Wis), Profession (Int), Sense Motive (Wis), and Social (Cha).
Skills Trained: 2 + Int modifier
The Prophet
{table=head]Level|Base Attack Bonus|Hit Points|Fort Save|Ref Save|Will Save|Special
1st|
+0|4|
+0|
+0|
+2|Spells, Mystic Ability
2nd|
+1|6|
+0|
+0|
+3|Theurgy 1/day, Bonus Metamagic Feat
3rd|
+1|9|
+1|
+1|
+3|Prophecy
4th|
+2|11|
+1|
+1|
+4|Theurgy 2/day, Greater Theurgy 1/day
5th|
+2|14|
+1|
+1|
+4|Great Prophecy
6th|
+3|16|
+2|
+2|
+5|Theurgy 3/day, Bonus Metamagic Feat
7th|
+3|19|
+2|
+2|
+5|Dread Prophecy
8th|
+4|21|
+2|
+2|
+6|Theurgy 4/day, Greater Theurgy 2/day[/table]
Class Features
All of the following are class features of the Prophet.
Weapon and Armor Proficiencies: The Prophet is proficient with simple weapons, but with no armor or shield.
Spells:
The Prophet gains access to both arcane and divine spells. Prophets draw arcane spells from the Wizard spell list, but may only choose three schools from which spells may be drawn. He also gains access to the Divination school for free. The Prophet has a number of spells known equal to a Sorcerer of his level. Prophets also draw divine spells from three Cleric domains of choice. He knows all the spells of his three domains. Prophets may not choose domains that do not match his alignment (for example, a good Prophet may not choose evil as one of his domains). Since domains do not have 0-level spells (orisons), Prophets may choose orisons from the Cleric, Druid, and Inquisitor spell list. He has a number of orisons known equal to twice his Prophet level.
Prophets use Intelligence to determine the number of bonus arcane spells per day they have, and the DCs of arcane spells, and use Wisdom to determine the number of bonus divine spells per day they have, and the DCs of divine spells.
Prophet Spells Per Day:
{table=head]Arcane|Divine
{table=head]0|1st|2nd|3rd|4th
2|0|||
3|1|||
3|1|||
3|2|0||
3|2|1||
3|2|2|0|
3|3|2|1|
3|3|2|2|1[/table]|{table=head]0|1st|2nd|3rd|4th
2|0|||
3|1|||
3|1|||
3|2|0||
3|2|1||
3|2|2|0|
3|3|2|1|
3|3|2|2|1[/table][/table]
Mystic Ability: At level one, the Prophet chooses one Mystic Ability from the Prophet list.
Theurgy (Su): A number of times per day shown on the table, a Prophet who applies a metamagic feat he has to a spell (either divine or arcane) and casts another spell that is of the opposite type (divine, if the previous round's spell was arcane, or vice versa) in the following round, he may apply the same metamagic feat to that spell with a reduced (by one half level) spell adjustment. For example, Maelojas is a sixth level Prophet with the Empower Spell feat. Maelojas casts an Empowered Ray of Enfeeblement in the first round of combat, and casts an Empowered Cure Serious Wounds in the second. Empowering a spell takes up a spell slot two levels higher than the spell would normally use, but Maelojas may apply it at a reduced (-3 from half Maelojas's level) cost because of his Theurgy ability.
Bonus Metamagic Feat: At the indicated levels, a Prophet gains a bonus metamagic feat that he qualifies for.
Prophecy (Sp): Starting at third level, a Prophet may use augury (http://www.d20srd.org/srd/spells/augury.htm) as a spell like ability a number of times per day equal to his Prophet level.
Greater Theurgy (Su): A number of times per day shown on the table, when a Prophet uses his Theurgy ability, he may, instead of casting the next spell in the following round, Quicken it for free (as if using the Quicken Spell feat, but without the spell slot adjustment).
Great Prophecy (Sp): Starting at fifth level, a Prophet may use divination (http://www.d20srd.org/srd/spells/divination.htm) as a spell like ability a number of times per day equal to half his Prophet level.
Dread Prophecy (Sp): Starting at seventh level, a Prophet may use commune (http://www.d20srd.org/srd/spells/commune.htm) once per day as a spell like ability.
The Spellblade
As the Magus class (http://www.d20pfsrd.com/classes/base-classes/magus), except the Spellblade:
a) has a spells per day progression of a Bard of equal level. Spellblades may scribe a number of spells in their spellbook equal to 3 x the Bard's spells known (but they still prepare spells).
b) gains a full base attack bonus.
c) gains Melee or Ranged Focus as a bonus feat at level 1 (unless multiclassing into Spellblade from another class).
d) does not gain a good Fortitude save.
e) gains a Mystic Ability from the Spellblade list at level 4.
Changes to Old Core Classes
Barbarian
Barbarians gain either Melee or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Barbarian from another class does not gain this bonus feat.
Barbarians gain a good Reflex save.
Tough it Out: A number of times per day equal to half the Barbarian’s highest Base Attack Bonus, rounded up, a Barbarian of second level or higher who has taken damage may immediately attempt a Fortitude save (DC equal to 7 + damage dealt). If successful, the Barbarian converts the damage to non lethal damage.
Since skill points no longer exist, becoming literate requires the Barbarian to be trained in Linguistics.
Barbarians gain pounce (http://www.d20srd.org/srd/specialAbilities.htm#pounce) at level 6. If the Barbarian gains Greater Mastery of the Blitz Combat Technique at level 8, he exchanges this ability for a bonus feat at that point (but no sooner).
Barbarians gain Tireless Rage at level 8.
Bard
Bards gain the Pathfinder Bard's Distraction (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Distraction-Su-) class feature at level 1.
Bards do not gain 3rd level spells at 7th level. Instead, they gain a single 3rd level Bard spell known, and a single 3rd level spell per day, at level 8.
Bards gain the Trapfinding class feature at level 1.
Bards gain the Dabbler feat at level 4.
At level four, a Bard gains one Mystic Ability from the Bard list.
Bards gain their suggestion class feature at level 7.
Cleric
Clerics have spells known from the Cleric spell list equal to 3 x the Sorcerer’s spells known (but they still prepare spells). Since Sorcerers learn spells of a new level a level later than other classes, treat the Cleric as having 1 2nd-level spell known at 3rd level, and 1 3rd-level spell known at 5th level. Additionally, Clerics gain Cure (or Inflict) Minor Wounds and Cure (or Inflict) Light Wounds as bonus spells known at level 1, Cure (or Inflict) Moderate Wounds as a bonus spell known at level 3, and Cure (or Inflict) Serious Wounds as a bonus spell known at level 5.
At level one, a Cleric gains one Mystic Ability from the Cleric list.
Druid
Druids have spells known from the Druid spell list equal to 3 x the Sorcerer’s spells known (but they still prepare spells). Since Sorcerers learn spells of a new level a level later than other classes, treat the Druid as having 1 2nd-level spell known at 3rd level, and 1 3rd-level spell known at 5th level. Additionally, Druids gain Summon Nature’s Ally I as bonus spells known at level 1, Summon Nature’s Ally II as a bonus spell known at level 3, and Summon Nature’s Ally III as a bonus spell known at level 5.
Like Barbarians, Druids start off play with the Illiteracy class feature. Since skill points no longer exist, becoming literate requires the Druid to be trained in Linguistics.
Druids gain Wild Shape 1/day at level 4, Wild Shape 2/day at level 6, and Wild Shape 3/day at level 8.
Druids do not gain an animal companion.
At level one, a Druid gains one Mystic Ability from the Druid list.
Use the Pathfinder Wild Shape Rules (http://www.d20pfsrd.com/classes/core-classes/druid#TOC-Wild-Shape-Su-) for the Druid Wild Shape ability.
Fighter
Fighters gain either Melee or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Fighter from another class does not gain this bonus feat.
Add Knowledge (Social), Mechanics, Perception, Sense Motive, Social, and Survival to the Fighter class skill list.
The Fighter now has trained skills equal to 4 + Int modifier.
Tough it Out: A number of times per day equal to half the Fighter’s highest Base Attack Bonus, rounded up, a Fighter of second level or higher who has taken damage may immediately attempt a Fortitude save (DC equal to 7 + damage dealt). If successful, the Fighter converts the damage to non lethal damage.
The Fighter gains a +1 bonus to CMB and CMD at level 1. This increases to +2 at level 5.
The Fighter gains a +1 bonus to his/her effective Base Attack Bonus for the purpose of determining Combat Techniques. This increases to +2 at level 5.
Armor Skill: At 2nd, 4th, 6th, and 8th level, a Fighter reduces the Armor Check penalty from wearing armor by 1, to a minimum of 0.
Mastery of Body: Starting at 1st level, a Fighter may train for one hour at the start of each day, practicing martial techniques. This might be weapon drills, exercises, or even meditation. After training, the Fighter is treated as continuously under the effect of one (or two at 3rd level, three at 5th level, and four at 7th level) of the following abilities for the next 24 hours (effective caster level equal to the character's Fighter level):
Acclimated (equivalent of endure elements), Athletic (equivalent of jump), Deadly (equivalent of keen edge), Resistant (equivalent of resist energy), Skilled (equivalent to divine favor), Swift (equivalent of longstrider), Thick-Skinned (equivalent of barkskin), Vigorous (equivalent of aid), Zealous (equivalent to align weapon).
Grit: At level 3, when a Fighter succeeds on a Fortitude save, and he or she would normal suffer a partial effect (such as half damage), he or she instead suffers no effect.
Uncanny Dodge: Fighters gain this class feature (see the Barbarian feature) at level 4.
Zeal: At level 5, a when a Fighter succeeds on a Will save, and he or she would normal suffer a partial effect (such as half damage), he or she instead suffers no effect.
Evasion: At level 7, when a Fighter succeeds on a Reflex save, and he or she would normal suffer a partial effect (such as half damage), he or she instead suffers no effect.
Improved Uncanny Dodge: Fighters gain this class feature (see the Barbarian feature) at level 8.
Lightly-Armor Fighter Variant:
A Fighter may choose to lose proficiency with medium armor, heavy armor, shields, their good Fortitude save, and the Armor Training class feature, in exchange for:
a) A good Reflex save.
b) Dodge as a bonus feat at level 1.
c) Acrobatics and Stealth as class skills.
d) Starting at level 2, a Lightly-Armor Fighter may add either his/her Intelligence or Wisdom modifier as a dodge bonus to AC (minimum 1).
e) At level 4, a Lightly-Armored Fighter gains a +5-foot bonus to his speed. This bonus increases to +10-feet at level 8.
Monk
Use jiriku's Monk as fixed here (http://www.giantitp.com/forums/showthread.php?t=150122).
Monks only gain 6 + Int trained skills per level, not 8.
The Monk's unarmored AC bonus applies to CMD as well as AC. The Monk's Empty Strike class feature applies to CMB as well as attack and damage.
Monks do not gain the Versatile Attack class feature. They gain Empty Strike at level 1, but it replaces Strength instead of adding to it.
Monks are allowed to multiclass freely, and may continue taking levels in Monk even after having multiclassed.
Paladin
Paladins gain either Melee or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Paladin from another class does not gain this bonus feat.
Paladins are allowed to multiclass freely, and may continue taking levels in Paladin even after having multiclassed.
Paladins add Athletics to their class skill list.
Paladins have the Bard's spells per day progression, and may learn a number of spells on the Pathfinder Paladin spell list (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---paladin) (with the addition of cantrips from the Cleric spell list) equal to 3 x the Bard's spells known (but they still prepare spells).
The Paladin’s Smite Evil is as follows: A number of times per day equal to half your Paladin level, rounded up, minimum one, you may add twice your Charisma bonus (minimum 1) as a bonus to an attack roll and a number of d6’s to damage equal to your Paladin level against an evil creature. If you accidentally use a Smite Evil attempt against a non-evil creature, there is no effect, but it still counts against your Smite Evil attempts for the day.
Paladin spells are Charisma based, not Wisdom based.
Tough it Out: A number of times per day equal to half the Paladin’s highest Base Attack Bonus, rounded up, a Paladin of second level or higher who has taken damage may immediately attempt a Fortitude save (DC equal to 7 + damage dealt). If successful, the Paladin converts the damage to non lethal damage.
The bonus to saving throws granted by the Divine Grace class feature is a sacred bonus (or a profane bonus, if the Paladin is one of Tyranny or Slaughter).
At 4th level, a Paladin adds his/her Charisma bonus as a sacred bonus to AC (or a profane bonus, if the Paladin is one of Tyranny or Slaughter).
At level four, a Paladin gains one Mystic Ability from the Paladin list.
Paladins do not gain a Special Mount.
At 8th level, a Paladin adds his/her Charisma bonus as a sacred bonus to damage rolls (or a profane bonus, if the Paladin is one of Tyranny or Slaughter).
Ranger
Rangers gain either Melee or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Ranger from another class does not gain this bonus feat.
Rangers gain Trapfinding and Disable Device as a class skill.
Rangers do not gain access to divine spells.
Rangers do not gain an animal companion.
Rangers gain the Monk's fast movement and AC progression (but not the Monk's Wisdom to AC), but, unlike the Monk, these abilities may be used in light armor.
Rangers gain their first Combat Style feature at level 1 instead of level 2.
Ranger combat style options are now chosen from the following list:
Archery:
At level 1, the Ranger gains Rapid Shot as a bonus feat.
At level 6, the Ranger gains Manyshot as a bonus feat.
Two-Weapon Fighting:
At level 1, the Ranger gains Two-Weapon Fighting as a bonus feat.
At level 6, the Ranger gains Rapid Two-Weapon Fighting as a bonus feat.
Charging:
At level 1, the Ranger adds 1d8 to his/her total damage on a charge.
At level 6, the Ranger adds 2d8 to his/her total damage on a charge instead of 1d8.
Mounted Combat:
At level 1, the Ranger gains access to the Mounted Combat feat, even if he or she does not meet the prerequisites.
At level 6, the Ranger gains access to the Ride-By Attack feat, even if he or she does not meet the prerequisites.
Einhander:
At level 1, the Ranger gains Einhander as a bonus feat.
At level 6, the bonus to AC and damage rolls granted by the Einhander feat increases to one half of the character's base attack bonus, instead of one third.
Sword and Shield:
At level 1, the Ranger gains Improved Shield Bash as a bonus feat.
At level 6, the bonus to AC granted by holding a shield increases by one third of the character's base attack bonus.
At third and eighth level, the Ranger gains the Pathfinder Ranger's favored terrain (http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Terrain-Ex-) class feature.
Rogue
Rogues have a d8 hit die instead of a d6 hit die.
At 1st level, and again at 3rd, 5th, and 7th level, a Rogue gains Skill Specialization with a skill of choice.
At level 2, a Rogue gains either Cat’s Grace, Eagle’s Splendor, or Fox’s Cunning once per day.
At level 4, a Rogue gains either Silence or Glibness once per day.
At level 6, a Rogue gains an additional use per day of the spell like ability he or she selected at level 2.
Rogues gain Rogue special abilities at 1st, 4th, and 7th level (instead of starting at 10th level).
At level 8, a Rogue gains an additional use per day of the spell like ability he or she selected at level 4.
At level 8, as long as both the Rogue and at least one ally threaten the same opponent, the rogue may treat that opponent as flanked.
Sorcerer
Sorcerers have a d6 hit die instead of a d4 hit die.
At level one, a Sorcerer gains one Mystic Ability from the Sorcerer list.
The Sorcerer gains a bonus Metamagic or Item Creation feat at levels 4 and 8.
Use Pathfinder Sorcerer bloodlines as detailed here (http://www.d20pfsrd.com/classes/core-classes/sorcerer#TOC-Bloodline). 9th level bloodline powers are instead gained at 8th level.
Wizard
Wizards can have spells in their spell book equal to 3 x the Sorcerer’s spells known (but they still prepare spells). Since Sorcerers learn spells of a new level a level later than other classes, treat the wizard as having 1 2nd-level spell in his/her spell book at 3rd level, and 1 3rd-level spell in his/her spell book at 5th level. Wizards are capable of learning the spells in one spell book well enough to cast them, but no more than that.
At level one, a Wizard gains one Mystic Ability from the Wizard list.
Wizards does not gain a bonus feat at level 5. Instead, he or she gains the Fighter's bonus feat progression, but may choose only Metamagic and Item Creation feats for those feat slots.
At level 4, a wizard may choose one spell in his/her spellbook. This choice of spell cannot be changed once it is made. The wizard may cast this spell spontaneously, like a Sorcerer, or a good Cleric casting a cure spell. The wizard may choose another spell to cast spontaneously at level 7.