PAIZO PUBLISHING
- Alchemist
Barbarian
Bard
Cavalier
Cleric
Druid
Fighter
Gunslinger
Inquisitor
Magus
Monk
Oracle
Paladin
Ranger
Rogue
Sorcerer
Summoner
Witch
Wizard
I will allow the Hybrid Classes published by Paizo for a worthy character concept.
All of the changes and adjustments to the character classes as a result of other House Rules are listed here.
ALCHEMIST
- The Alchemist gains +3/4 of a caster level per class level.
- The Alchemist may select any spell lists.
- The Alchemist may not buy range general enhancements but may buy areas.
- Dispel Magic, Divination, and Scry are now class skills for this class.
BARBARIAN
- Use the Unchained version of this class.
BARD
- The Bard gains +3/4 caster level per class level.
- Each Bard must choose Charm or Illusion. While Bards may learn any spell list, they must always know more spell lists of this type than any other. This choice may not be changed.
- Dispel Magic, Divination, and Scry are now class skills for this class.
CAVALIER
- Cavalier's Charge, Mighty Charge, and Supreme Charge function when the Cavalier is on foot because his mount cannot go with him into the current terrain (such as many dungeons) or if the mount has been slain and the Cavalier has not had an opportunity to acquire a new one.
CLERIC
- The Cleric gains +1 caster level per class level.
- Clerics receive Heal[Life] and Evoke[Life] as bonus spell lists known if they channel positive energy, or Heal[Death] and Evoke[Death] as bonus spell lists known if they channel negative energy. This replaces Spontaneous Casting.
- Clerics know their Domain spells by heart and may always prepare them in advance or cast them as if they were available in a spellbook. Additionally, the Cleric may prepare one domain spell of each spell level, once per day, without spending MP.
- Clerics may learn any spell list, but must choose a Deity and are subject to their Patience.
- Dispel Magic, Divination, and Scry are now class skills for this class.
DRUID
- The Druid gains +1 caster level per class level.
- Druids receive two bonus Summon spell lists of their choice from the following list: Animal, Elemental, Fey, Magical Beast, Plant, or Vermin. This replaces Spontaneous Casting.
- Druids with a Domain gain the benefits described under Cleric, above.
- Druids may learn any spell list, but must choose a Deity and are subject to their Patience.
- Druids may wear metal armour without penalty.
- Wildshape no longer absorbs any object made primarily of metal, dropping them to the ground in the Druids space. Additionally, if Wildshape is used to assume a form that is the same size as the character's normal size or larger without removing metal armour first, the armour gains the broken condition and deals 1d6 damage to the character as it comes off.
- Dispel Magic, Divination, and Scry are now class skills for this class.
FIGHTER
- Fighters may choose the Martial Training line of Feats from the Path of War supplement with their Fighter bonus Feats. I might add other related feats to this list if needed.
GUNSLINGER
- The weapon you receive at character creation can be an advanced firearm if you desire. Alternatively, choose a regular early firearm and replace the Gunsmith feature with the Gun Training feature. Additionally, if you choose an early firearm, it is ordinary in every way, including sale value.
INQUISITOR
- The Inquisitor gains +3/4 caster level per class level.
- Inquisitors still do not learn their chosen Domains spells.
- Inquisitors may learn any spell list, however, they must always know more Abjure/Hex lists than any other type. Additionally, they must choose a Deity and are subject to their Patience.
- Dispel Magic, Divination, and Scry are now class skills for this class.
MAGUS
- The Magus gains +3/4 caster level per class level.
- The Magus may learn any spell list, but must know more Evoke lists than any other type.
- Dispel Magic, Divination, and Scry are now class skills for this class.
MONK
- Use the Unchained version of this class.
ORACLE
- The Oracle gains +1 caster level per class level.
- Oracles may choose to receive Heal[Life] and Evoke[Life] or Heal[Death] and Evoke[Death] as bonus spell lists known.
- Oracular Memory: Oracles do not record spells in a spellbook and cannot cast from them. Instead, they may memorize a number of spells equal to their maximum number of Signature Spells. Memorizing a new spell takes 1 hour for every spell level of an Optimized Spell, or 30 minutes for every MP spent otherwise. Forgetting a spell is a Free Action. Memorized Spells may be prepared in advance or cast as if from a spellbook, subject to the normal rules for Optimized Spells.
- Oracles know their Mystery Spells by heart and may prepare them in advance or cast them as if reading from their own spellbook. Additionally, Oracles may designate Mystery Spells as Signature Spells.
- Oracles may learn any spell list, but must choose a Deity and are subject to their Patience.
- Dispel Magic, Divination, and Scry are now class skills for this class.
PALADIN
- Paladins no longer cast spells.
- At first level, fourth level, and every four levels thereafter, the Paladin may choose a Domain associated with their Deity and gain the associated Blessings. They may use these Blessings a number of times per day equal to their Paladin level +3. Use the Paladins Cha instead of Wis in all cases. Blessings that affect spells the user casts instead affect a suitable supernatural or spell like ability granted by the Paladin class.
RANGER
- Rangers no longer cast spells.
- At first level, Rangers gain the Trapfinding ability as per Rogue. Disable Device is a class skill for Rangers.
- At third level, Rangers learn the Snare Trap. Every two levels thereafter, they learn a new trap of their choice. The Ranger may set a total number of Traps per day equal to their Ranger level +3.
- At tenth level, Rangers gain the Launch Trap ability as per the Trapper Archetype.
ROGUE
- Use the Unchained version of this class.
SORCERER
- Sorcerers gain +1 caster level per class level.
- Sorcerous Memory: Sorcerers do not record spells in a spellbook and cannot cast from them. Instead, they may memorize a number of spells equal to their maximum number of Signature Spells. Memorizing a new spell takes 1 hour for every spell level of an Optimized Spell, or 30 minutes for every MP spent otherwise. Forgetting a spell is a Free Action. Memorized Spells may be prepared in advance or cast as if from a spellbook, subject to the normal rules for Optimized Spells.
- Sorcerer Bloodline spells are Optimized spells that the Sorcerer always has memorized, enabling them to be prepared in advance or cast as if from a spellbook. Additionally, Bloodline Spells may be designated as Signature Spells.
- Human Sorcerer Favoured Class Bonus: Replace with, “When the character selects this bonus, they must choose an action type, element type, creature type, or alignment type. They gain a new spell list of the chosen type every time they choose this bonus, including the first. Once made, this selection may not be changed.”
- Dispel Magic, Divination, and Scry are now class skills for this class.
SUMMONER
- Summoners gain +3/4 caster level per class level.
- Summoners must choose Create, Infuse, or Summon. They must always know more spell lists of this action type than any other.
- Use the Unchained version of this class.
- Dispel Magic, Divination, and Scry are now class skills for this class.
WITCH
- The Witch gains +1 caster level per class level.
- Witches must choose Compel, Heal, Move, or Transform. They may never know as many spell lists of a different action type than this action type.
- Witches do not store their spells in spellbooks and cannot cast from them. Instead, the Witch may store spells in their familiar. The familiar stores all of the Witchs Signature Spells at the start of play, and she can cast from it as if it were a spellbook so long as the familiar is alive and adjacent to the Witch or sharing the same Space. If the familiar dies and is replaced, the new familiar has the same spells stored within it as the old one. Familiars may store an unlimited number of spells. Copying a spell from a spellbook into their familiar takes 1 hour for every spell level of an Optimized Spell or 30 minutes for every MP the spell costs.
- Dispel Magic, Divination, and Scry are now class skills for this class.
WIZARD
- The Wizard gains +1 caster level per class level.
- Wizards receive a free spellbook at first level. It contains the Signature Spells the Wizard starts with, and 3 + the Wizards Int modifier of additional spells that cost no more than 1 MP. The Wizard does not need to possess the spell lists used in these additional spells.
- Wizards gain an additional spell list known for every class level including the first.
- Wizards add a new spell to their spellbook for every class level after the first. The new spell must be of their MP limit or lower, but the Wizard does not need to know every spell list used in the new spell.
- Human Wizard Favoured Class Bonus: Replace with, “When the character selects this bonus, they must choose an action type, element type, creature type, or alignment type. They gain a new spell list of the chosen type every time they choose this bonus, including the first. Once made, this selection may not be changed.”
- Dispel Magic, Divination, and Scry are now class skills for this class.