The houserules.
Ignoring some rules such as XP penalties for multiclassing.
SirPercival's houserules that we're using:General
• Whenever there is an effect based on one-half of an ability modifier (when the modifier is odd), round down if you have an even ability score, and up if you have an odd ability score. This grants a very minor benefit to having odd ability scores, and makes things scale more smoothly. For example, a character with a 20 or 21 Strength wielding a greatsword would do either 2d6+7 or 2d6+8 damage, respectively.
•
Skills
• Use Rich Burlew's Diplomacy.
Feats
• Toughness now grants the effect of Improved Toughness. There is no Improved Toughness.
• Weapon Focus grants the benefit of WS at 4HD, GWF at 8HD, and GWS at 12HD. All three of those feats no longer exist.
• Two Weapon Defense provides a Competence bonus to AC equal to the number of mainhand attacks you can make derived from BAB (i.e., +2 at BAB +6, etc.).
• All three of the feats that give +2 to a save still do, except that if your base save bonus of that type is at least +6 you also no longer auto fail saves of that type on a natural 1. You must still actually roll high enough to save normally.
• Devotion feats grant an additional use for every 5HD.
• Weapon Finesse now requires Dex 15+ instead of BAB +1, and grants Dex-to-damage as well (stacks with Shadow Blade where applicable).
• IUS and its chain are updated to dman11235 here.
Equipment
• Spending gold for enhancement bonuses sucks. So, let's not. Instead, you can enchant a masterwork weapon, armor, or shield directly with properties, instead of needing a +1 enhancement bonus first. Each property grants an enhancement bonus to the item equal to the plus of the property. For example, a keen flaming longsword functions as +3 (+2 from keen and +1 from flaming), and a ghost ward shield has a +1 enhancement bonus. The maximum total bonus on equipment is still +10, meaning you can get up to a +10 enhancement bonus.
Two weopon fighting rule by Ziegander:Fighting with Two Weapons
Your character may decide that two sharp sticks are better than one. Which is sound enough logic. When a character fights with two weapons he or she gains extra attacks in return for penalties to attack rolls depending on the size and weight of the weapons. A character that fights with two weapons, rather than one, may make one attack with his off-hand weapon during a full-attack action for every attack he makes with his main-hand weapon up to the number of attacks allowed by his Base Attack Bonus.
If a character chooses to fight with two weapons, attacks with a one-handed weapon in the main-hand suffer a -2 penalty while attacks with a one-handed weapon in the off-hand suffer a -4 penalty. Attacks with a light weapon in the main-hand suffer no penalty while attacks with a light weapon in the off-hand suffer a -2 penalty. Add only half your Strength modifier to off-hand damage rolls.
When a character fights defensively with two weapons, he may choose to forgo all of his off-hand attacks for the round. If he does, he doesn't suffer the normal penalties for fighting with two weapons that round and accepts only a -2 penalty to attacks for fighting defensively rather than the normal -4.
You may carry multiple weapons at the same time, even attack with more than one on your turn, without suffering the two-weapon fighting penalties. As long as you take no more attacks per round than you are allowed by your Base Attack Bonus, you make all of your attacks at your full attack bonus - regardless of whether or not you make some of those attacks with a main-hand Longsword and some of them with an off-hand Dagger. You only suffer penalties to your attack roll (and halve your Strength modifier) when you make extra off-hand attacks in a round in addition to all of the normal attacks you are allowed by your Base Attack Bonus.
Some Homebrew that's in(list):
Classes:
Spellshaping (sublime shaper, flamespeaker)
Oslecamo's monster classes(joystealer, Illurien, werebadger, eladrin, aasimar)
Magipunk classes (Holomancer, Lens Mage, Repo-dog, Synthevolver)
ThaumaturgeRitual mageSome of
Bhu's goblinoid PRCsZieg's factotum rewrite*
Spellblade Duelist
Indigo Trickster
Harrowed
Barbarian (SirPercival's tweak)*
Nord's BladeParagon Swashbuckler (Jallorn's rewrite)*
Divine Mind *
Shadow AdvocateDarkstalkerRaces:
Anthropomorphic bat
JotunLeprechaun (without the +2 con, spell-like abilities, and LA)
Other:
Cometary Collision*
Defensive Stance*
Skill feats*
Stuff made specifically for this game:
Prevent Magical Contagion:
Abjuration
Level: Sorcerer/wizard 3, Cleric 3, Other classes X
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature / 2 CL
Duration: 1 day/ CL
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Creatures targeted by this spell that have been affected by the Reshaping or any non-epic magical disease cease to be contagious for the duration of this spell. However, creatures under the effects of this spell still suffer the effects of any magical diseases they may have.
Alternatively, you may cast this spell on a group of creatures not afflicted with any magical disease. This use of the spell grants the targets a +10 bonus to fortitude saves against the Reshaping and non-epic magical diseases.
Made-eyed(trait):
You are descended from creatures altered by the Makers.
You gain a +4 bonus on spellcraft, use magic device, and knowledge checks related to the Makers and their creations, and can detect hidden planar portals with a successful spot check (DC varies).
You also take a -4 penalty on saves against any magical, supernatural, or spell like abilities of creatures and items created by the Makers, and most NPCs start out with a relationship of acquaintance(negative), due to superstitions about made-eyed.
Some prestige classes and monster classes represent additional made-eyed abilities, and require this trait as a prerequisite.