Class House Rules

Monk

Qinggong Monk: Any character taking the Monk class now receives the normal class features plus the class features of the Qinggong Monk (detailed in Ultimate Magic) without having to give up anything. The monk gains ki powers on levels 4, 5, 7, 9, 11, 12, 13, 15, 17, 19, and 20.

Ascetic Training: Monks can also substitute their Wisdom for their Constitution when determining bonus HP, using whichever is higher.

Weapons: Additionally, monks using weapons such as gauntlets, brass knuckles, cestus, or other fist-type weapons (or even enchanted hand and foot wrappings) can use their increased unarmed damage and benefit from enhancement bonuses and weapon enchantments.

Fighter

Class Skills: The fighter’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called fighter bonus feats.

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Versatile: At level 1, the fighter can select any three skills to designate as class skills.

Weapon Aptitude: At level 1, the fighter can spend one hour training to change the designated weapon group for any feat that applies only to a single weapon group (such as Weapon Focus or Improved Critical). You must have the newly designated weapon available during your training to make this change. A fighter may also change the weapon groups selected for the Weapon Training class feature.

You can adjust any number of your feats in this way, and you don’t have to adjust them all the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (heavy blades) and Weapon Specialization (heavy blades), then you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization to the same one.

Bravery (Ex): Starting at 2nd level, a fighter gains a +2 bonus on Will saves against fear. This bonus increases by +2 for every four levels beyond 2nd. At 18th level, the fighter becomes immune to fear.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum -4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

Healthy Body, Healthy Mind (Ex): Starting at 4th level, the fighter adds his Constitution modifier to all Reflex and Will saving throws.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Fighter Talents: Starting at 1st level, a fighter gains one fighter talent. He gains an additional fighter talent for every 2 levels of fighter attained after 1st level (3, 5, 7, 9, etc.). A fighter cannot select an individual talent more than once unless specifically stated. Unless otherwise noted, the DC to save against these talents is equal to 10 + the fighter’s base attack bonus.

Upon reaching 5th level, and every four levels thereafter (9th, 13th, and so on), a fighter can choose to learn a new talent in place of a talent he has already learned. In effect, the fighter loses the talent in exchange for the new one. The old talent cannot be one that was used as a prerequisite for another talent, prestige class, or other ability. A fighter can only change one talent at any given level and must choose whether or not to swap the talent at the time he gains a new talent for the level.

Armored Resistance (Ex): A fighter with this talent gains resistance 5 to one energy type (acid, cold, electricity, fire, or sonic) while he is wearing any armor. The energy type is chosen when this talent is selected and it cannot be changed. At levels 5 and every 5 levels thereafter, the resistance to the chosen type of energy increases by 5. At level 20, the fighter becomes immune to damage from that energy type. This talent can be selected more than once. Its effects do not stack; each time it applies to a different energy type.

Battlecry (Ex): As a standard action, a fighter with this talent can unleash an inspiring battlecry. All allies within 100 feet who hear the cry gain the effects of a Heroism spell for 1 round per fighter level. At 10th level, this talent acts as Greater Heroism. This talent can be used once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Battlefield Clarity (Ex): Once per day as an immediate action, whenever a fighter with this talent fails a saving throw against an effect that causes him to become blind, dazed, deaf, fatigued, frightened, paralyzed, shaken, sickened, or staggered, he may attempt that saving throw again with a +4 insight bonus on the roll. At 10th level, the following conditions are added to the list: confused, exhausted, panicked, nauseated, and stunned. This talent can be used once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Call to Arms (Ex): A fighter with this talent can use an immediate action when he reduces an enemy to 0 or fewer hit points to allow all allies within 60 feet to either make one free melee or ranged attack or take a single free move action. These allies must be able to see and hear the fighter. This talent can be used twice per day, plus one additional time per day at 10th level and for every five levels thereafter. A fighter must be at least 7th level before taking this talent.

Deadly Technique: A fighter with this talent gains the Vital Strike feat. At 11th level, he gains Improved Vital Strike. At 16th level, he gains Greater Vital Strike. A fighter must be at least 5th level before taking this talent and does not need to meet the prerequisite for the feats.

Defense Break (Ex): A fighter with this talent can, once per day, make a melee or ranged attack against an opponent as a standard action. If the attack hits, the target must make a Fortitude save or have any Damage Reduction it possesses reduced by 5 and its armor bonus or natural armor bonus to AC (decided by the fighter) halved for 1 round per 2 fighter levels. Multiple uses of this talent on the same target do not stack. At level 5 and every 5 levels thereafter, the fighter gains an additional daily use of this talent.

Deft Opportunist (Ex): A fighter with this talent can make a single melee or ranged attack as an immediate action. This talent can be used once per day, plus one additional time per day at 5th level and every 5 levels thereafter.

Heroic Leap (Ex): A fighter with this talent adds his fighter level to Acrobatics checks made to jump, for both vertical and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. Once per day as a swift action, the fighter can gain a +20 bonus on Acrobatics checks made to jump for 1 round. The fighter gains an additional use of this ability at level 5, and every 5 levels thereafter.

Heroic Speed (Ex): A fighter with this talent gains a +10 foot bonus to his land speed. At 7th level, this bonus increases to +20 feet. At 15th level, this bonus increases to +30 feet. At 5th level, the fighter gains the benefit of the Blur spell until the start of his next turn when he charges, runs, moves twice on his turn, uses the full attack action, or uses the Surprising Charge talent.

Juggernaut (Ex): A fighter with this talent treats his size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, qualifying for feats, and any size-based special attacks that he uses or that are used against him (such as grab, swallow whole, and trample). Additionally, once per day, the fighter may gain DR 20/- as an immediate action until the start of his next turn in reaction to being attacked. This DR does not stack with any other source of DR. This talent can be used once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Mage Slayer (Ex): A fighter with this talent gains Disruptive as a bonus feat. At 9th level, he gains Spellbreaker as a bonus feat. At 11th level, he gains Teleport Tactician (Advanced Player’s Guide) as a bonus feat. A fighter must be at least 5th level to take this talent.

Magic Break (Ex): A fighter with this talent can, once per day, make a melee or ranged attack against an opponent as a standard action. If he hits, the target must make a Fortitude save or take a -4 penalty to the saving throw DCs for all spells, spell-like abilities, and supernatural abilities used for 1 round per 2 fighter levels. At 11th level, the random numeric values of all spells, spell-like abilities, and supernatural abilities cast by the target of this talent are considered to have rolled their minimum possible result (for example, a 10d6 fireball would deal 10 damage). Multiple uses of this talent on the same target do not stack. At level 5 and every 5 levels thereafter, the fighter gains an additional daily use of this talent.

Maneuver Mastery (Ex): A fighter with this talent selects one type of combat maneuver (such as Bull Rush, Disarm, Trip, etc). He gains the Improved feat (such as Improved Trip) for that maneuver. At 7th level, he gains the Greater feat (such as Greater Trip) for that maneuver. He need not meet the prerequisites to receive these feats. This talent can be taken multiple times. Each time it is taken, it applies to a different combat maneuver.

Mettle (Ex): A fighter with this talent can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect.

Mind Over Magic (Su): Once per day, when a fighter with this talent succeeds on a saving throw against a spell, supernatural ability, or spell-like ability that has him as a single target, the spell rebounds on the caster as if the fighter was under the effects of spell turning. The fighter gains another use of this ability at 13th and 17th level. The fighter must be at least 9th level before taking this talent.

Power Break (Ex): A fighter with this talent can, once per day, make a melee or ranged attack against an opponent as a standard action. If he hits, the target must make a Fortitude save or have damage from weapons and natural weapons halved for 1 round per 2 fighter levels. Extra damage from weapon enchantments and sneak attack are not affected, but extra damage from Power Attack or the Vital Strike feats are. Multiple uses of this talent on the same target do not stack. At level 5 and every 5 levels thereafter, the fighter gains an additional daily use of this talent.

Rallying Cry (Ex): As a standard action, a fighter with this talent can rally his allies back to action. All allies within 100 feet of the fighter who hear his cry are cured of the following conditions: dazed, fatigued, frightened, shaken, sickened, and staggered, and gain temporary hit points equal to the fighter’s level. At 10th level, the following conditions are also removed: exhausted, nauseated, panicked, and stunned. This talent can be used once per day, plus one additional time per day at 5th level and for every five levels thereafter.

Riven Earth (Ex): Once per day as a standard action, a fighter with this talent can strike the ground and create a 20-foot radius area of difficult terrain. Anyone on the ground within the area of effect takes 1d8 damage per two fighter levels and is knocked prone. A successful Fortitude save halves the damage and negates the prone effect. The fighter can only use this talent while standing on the ground, and ignores any difficult terrain created by his own use of this talent. This talent can be used one additional time per day at 9th level and at 15th level. The fighter must be at least 5th level to take this talent.

Shatter Spell (Su): A fighter with this talent can, once per day, make a melee or ranged attack against an opponent as a standard action. If he hits, he can affect that opponent as if he had cast dispel magic, using the targeted dispel option. He uses his fighter level as the caster level. If he misses, that use of the ability is wasted. At 13th level, this ability functions as greater dispel magic. This ability can be used one additional time per day 11th level and 17th level. The fighter must be at least 5th level to take this talent.

Speed Break (Ex): A fighter with this talent can, once per day, make a melee or ranged attack against an opponent as a standard action. If he hits, the target must make a Fortitude save or be affected as if by the Slow spell for 1 round per 2 fighter levels. At level 5 and every 5 levels thereafter, the fighter gains an additional daily use of this talent.

Sudden Strike (Ex): When a fighter with this talent attacks an enemy who is flanked or flat-footed, he deals +1d6 damage. At level 5 and every five levels thereafter, this damage increases by +1d6. This ability otherwise functions like the rogue’s sneak attack and is subject to the same limitations.

Superior Unarmed Strike (Ex): A fighter with this talent gains a monk’s unarmed damage progression, treating his fighter level as his monk level. He must have the Improved Unarmed Strike feat before choosing this talent.

Surprising Charge (Ex): Once per day, a fighter with this talent can move up to his speed as an immediate action. At 5th level, movement granted by this talent ignores the effects of difficult terrain. At 10th level, movement granted by this talent does not provoke attacks of opportunity. At level 5 and every 5 levels thereafter, the fighter gains another daily use of this talent.

Unstoppable Strike (Ex): Once per day, a fighter with this talent can resolve one melee or ranged attack as a touch attack. This ability can be used one additional time per day at 7th level and at 15th level.

War Sight (Ex): Whenever a fighter with this talent rolls for initiative, he can roll twice and take either result. At 7th level, he can always act in the surprise round. At 11th level, he can roll for initiative three times and take any one of the results.

Wave Surge (Ex): Once per day, a fighter with this talent swing his weapon as a standard action to damage foes in a 30 foot cone, dealing weapon damage +1d8 per 2 fighter levels. The weapon damage and extra damage is of the same type and has the same special properties as his weapon, such as the flaming enchantment and special materials, such as cold iron or silver. Enemies in the area can make a Reflex save to halve the damage. This talent can be used one additional time per day at 7th level and at 15th level.

Armor Expertise (Ex): At 9th level, a fighter gains DR 5/- whenever he is wearing armor or using a shield. This DR stacks with other DR of the same type, such as from adamantine armor.

Armor Mastery (Ex): At 19th level, the DR granted by Armor Expertise increases to DR 10/- whenever he is wearing armor or using a shield.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon group. Any attacks made with weapons from that group automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon from that group.

Class House Rules

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