Thanks to Rooster putting this together at
http://brilliantgameologists.com/boards/index.php?topic=7908.msg325664#msg325664. This is me copying it over from there, with some minor tweaks here and there should they be needed.
The discussion thread can be found
hereSeptember 26th edit: I've hopefully gotten all the ACFs and entirely alternate classes together in this list, along with Dragon Mag issue numbers and page numbers. I have not edited the other two, which means that there are errors in them that I have fixed in this list in the top post.
By Class:
AssassinPage 40
Assassin (Alternate Assassin PrCs)
*Oppressor (Intimidation focus) Gains Keep Awake, Brutal Grappler, Intimidating Edict, Infamy, Bonus Feats, and Intimidating Presence
*Poisoner (Poison focus) Gains Detect Poison, Poison Touch, Poison Use, Save Bonus vs Poison, Blowgun Mastery, Poisoner’s Art, Delay Onset, Fact Acting, Quick Hands, Poisonous Sneak Attack, Poison Breath, Poison Gaze, and Poison Immunity
*Replacement Killer (Disguise focus) Gains Death Attack, Poison Use, Greater Paralyzing Attack, Uncanny Dodge, Disguise Self, Inconspicuous Disguise, Improved Uncanny Dodge, Undetectable Alignment, Greater Invisibility, Improved Inconspicuous Disguise, and Modify Memory
BarbarianPage 84
Implacable (Barbarian Variant)
*Loses Fast Movement, gains rage with DR and heavy armor proficiency.
Resilient Rage: Instead of normal rage bonuses, gain +4 to Dexterity, +2 to Constitution, +2 to Will Saves, and damage reduction 1/-. This temporary damage reduction stacks with the permanent damage reduction the implacable gains at higher levels.
At 11th level, the bonuses increase to +6 Dexterity, +6 Constitution, and DR 2/-. At 20th level the bonuses improve to +8 Dexterity, +8 Constitution, and DR 3/-.
Page 88
Horselord (Barbarian variant: Gains Battle Ecstasy, Animal Companion (Mount), Improved Mounted Archery; Loses all Rage)
Pages 92-93
*Dwarf Barbarian (Lose Stonecunning and Bonus vs Orcs/Goblins to get +1 attack/damage vs aberrations and undead while raging)
*Elf Barbarian (-2 on Initiative, but gain Rapid Shot while raging)
*Gnome Barbarian (Lose normal SLAs, gain Cure Minor Wounds, Guidance, Jump and Resistance (self only) as SLAs)
*Half Elf Barbarian (Switch +2 bonuses on Diplomacy and Gather Information to Intimidate and Survival)
*Half Orc Barbarian (Become permanently illiterate and never take Knowledge skills; gain +2 on Intimidation and Survival)
*Halfling Barbarian (Lose bonuses to Climb, Jump, Move Silently; gain scaling bonus to Hide)
Page 90
Halfling Barbarian (Racial Substitution Levels: L1: Halfling Rage (Lose +1 Size to AC and gain Powerful Build while raging), L3: Ritual Scaring (+Intimidation instead of Trap Sense), L5: Bigger Than Life (No penalty on Intimidation from size instead of Uncanny Dodge))
Page 92
*City Brawler (L1: Lose proficiency with martial weapons, medium armor, shields; gain Improved Unarmed Strike, Two-Weapon Fighting while unarmed with Improved later)
*Dashing Step (L3: Lose trap sense; No penalty on AC on charges)
*Devil's Luck (L6: Lose DR; gain luck bonus to saves equal to amount of DR you would have had)
*Fearsome Gaze (L7: Lose Indomitable Will, Trap Sense reduced by 1; +4 on Intimidation, use Strength for Intimidation)
*Relentless Smash (L20: Lose Mighty Rage; If you confirm a critical or hit an enemy three times in a round, they're stunned (no save) for 1d3 rounds AND they make a fortitude save (DC 10+Damage Taken) or be knocked prone)
*Unshakable (L5: Lose improved uncanny dodge; gain immunity to fear)
BardPage 85
Gain +1 bonus to two skills at expense of treating two other skills as cross-class.
Page 93
Harbinger (Variant Bard: Bardic Music grants Instill Fear, Encourage Failure, Dishearten, Dirge of Binding, Drain Prowess)
BinderPage 68
The Ties that Bind (Two new vestige options: Kas the Bloody Handed, Primus the one and the Prime)
Page 66
Gazing into the Abyss (New Vestiges: Ansitif the Befouler, Astaroth, Cabiri the Watching Master)
ClericPage 47
Faces of Faith (Variant divine casters that count as Cleric levels and have clerical casting, but have different class features)
*Ancestral Speaker: Gains divination-type bonuses, does not need a Divine Focus, Resurrection spells cause target to lose less experience, bonus on skills interacting with spirits
*Arcane Disciple: Gains one arcane spell every level from the bard or wiz/sorc spell list one level lower than your maximum and gains all the spells of the Magic domain automatically.
*Aspirant: Gains ability to spontaneously convert one spell into another a limited number of times per day, divine counterspell, Shield of the Divine (Bonus AC scaling with level)
*Benevolent: Can spontaneously convert spells into a wider range of spells, Luck rerolls as per Luck domain power several times per day.
*Crusader: +4 bonus vs enemy god's worshippers, turn enemy's worshippers instead of undead, Bonus feats, Smite
*Evangelist: Domains and more domains, also has spontaneous casting like sorcerer, including spells known
Page 86
Peripheral Beliefs (Take flaw-like restrictions for minor benefits as a cleric such as always knowing north, save bonus vs sleep, save bonus vs poison/disease, cha bonus vs a sacred animal, cha bonus vs other followers of your god)
Page 86
Rage Cleric (Lose Turning, Domains, some weapon and armor proficiencies; Cannot be lawful, gains Rage, Greater Rage, Indominable Will, Tireless Rage, Mighty Rage, cleric and barbarian stack for rage progression)
Page 21
Take the Improved Power feat to gain an improved granted power of a chosen domain.
Page 91
Lost Ones (Variants for divine characters who've lost their faith)
*Domain Focus (L1 Cleric: Lose one domain, spells on that domain are no longer on your spell list at all; gain double effect on remaining domain granted power (double bonus or double uses)
Page 88
No Turning (Cleric variants, all these replace Turning at L1)
*Cultist (+2 bonus on Bluff, immune to spells that discover lies such as Discern Lies)
*Evangelist (+2 Diplomacy, 2/day Comprehend Languages, 1/day Tongues)
*Fanatic (+2 Intimidate, 1/day True Strike)
*Healer (+2 Heal, casting healing spells on other people gives you +2 Sacred AC/+2 Concentration to cast defensively)
*Justicar (+2 Sense Motive, Creatures you drop to negative HP automatically stabilize)
*Mystic (One extra spell per day one level lower than your maximum)
*Relic Hunter (1+Wisdom to Reflex vs Traps and Knowledge(Dungeoneering), Search are class skills)
*Sage (+2 Knowledge(Religion), can reroll Knowledge checks)
*Scribe (Gain Scribe Scroll, make scrolls for less cost)
*Shaman (Animal companion of half your level)
*Theologian (+2 Knowledge(Religion), +2 vs Divine Spells while holding holy symbol)
*Wanderer (Knowledge(Geography), Knowledge(Local), Speak Language and Survival are class skills, Endurance as bonus feat)
*Warrior Priest (Sudden Quicken 1/day for a spell targeting your weapon, shield or armor)
*Weaponmaster (+2 Craft(Weaponsmith), do not need a free hand to cast spells while holding deity's weapon)
DruidPage 55
Changing Nature's Design (Variant divine casters that count as Druids and have druidic casting with different class features)
*Metal Master: Can use metallic gear, Spontaneous casting of metal spells, Mine Sense, Metal Sense, Damage Reduction, Major Creation, Timeless Body, Iron Body
*Wild Reaper: Gain Fast Healing, bonus vs Death effects, Wild Shape, Animal Companion, Woodland Stride, Ability Damage Healing, Spontaneous casting (more than just summon spells), Turn Undead, Timeless Body
*Wind Walker: Aerial Companion, Aerial Empathy, Zephyr Spellcasting, Air Domain, a lot of air SLAs instead of Wild Shape, Elemental Shape, Air spell immunity.
*Winter Warden: Similar to druid, but gain Cold Casting, a series of cold spells as SLAs, Drift Stride, Trackless Step, Ice Step, Resistance to Cold, Wild Shape.
Page 30
Urban Druid
Gains Urban Shape, Crowdwalking, Alley Fighting, City Sense, Favored City, and Urban Companion
Page 87
Animal Allies (Alternate Animal Companions): Moose, Flying Squirrel, Seahorse
Page 87
Storm Druid (Druid variant, spontaneously casts weather-type spells, immune to deafness, frightful presence, Thunder Strike, Wind Sense, Electrical Resistance, Improved Initiative)
Page 87
Trade standard druid’s weapon proficiencies for weapon proficiencies based on different environments.
Aquatic/Coastal: Club, dagger, dart, longspear, net, quarterstaff, sling, spear, shortspear, trident
Arctic/Tundra: club, dagger, handaxe, light pick, morningstar, quarterstaff, scythe, sickle, sling, spear, throwing axe
Desert/Wasteland: Falchion, javelin, kukri, scimitar, shortspear, sling, spear, whip
Grassland/Savannah: Bolas, javelin, longspear, scythe, shortbow, shortspear, sickle, sling, spear
Mountain: Battleaxe, club, dagger, handaxe, heavy pick, light pick, quarterstaff, sling, warhammer
Subterranean/Underdark: Club, dagger, heavy pick, light pick, shortspear, shortsword, sling, whip
Page 87
The Mounted Druid (Gives Elk as an animal companion option)
Page 87
Totem Druid (Totem Animal Companion, Nature Sense, Totem Shape, Wild Empathy, Natural Spell, Woodland Stride, Totem Shape, Trackless Step, Resist Nature's Lure, Venom Immunity, Timeless Body, A thousand faces)
Page 90
Sidhe Scholar (Variant Druid: Has Intelligentsia, Nature Sense, Wild One, Blessing of the Fey, Sylvan Gifts, Otherworldly Shifting, Wild Shape, Dark Moon's Secret, Venom Immunity, Sylvan Craft, A Thousand Faces, Timeless Body)
Page 91
Lost Ones (Variants for divine characters who've lost their faith)
*Focused Animal (L1 Druid: Lose trackless step, wild shape, woodland stride; gain continuous Speak with Animals, Count as druid two levels higher for your animal companion)
Page 90
Plant Companions (New abilities that cost progression in your animal companion's secondary bonuses)
*Alacrity (Extra attack; 2 levels)
*Bioluminescent (Glow in the dark; 1 level)
*Blindsight (30 feet; 2 levels)
*Blunting Mold (If attacks, attacker's weapon deals half damage until cleaned; 3 levels)
*Bonus Feat (Any feat; 1 level)
*Cactus Spurs (Grappling deals damage; 1 level)
*Darkvision (60 feet; 1 level)
*Distracting Pollen (Create concealment cloud; 2 levels)
*Eldritch Fibers (Overs DR/Magic; 1 level)
*Growth Spurt (Increases to large size; 3 levels)
*Ironbark (Natural Armor +3, 2 levels)
*Mirrored Bark (+2 AC vs Rays, +2 Reflex vs Spells/SLAs; 2 levels)
*Oakenbough (Strength +2, Constitution +2; +2 levels)
*Poisonous (Gains a poison attack; +3 levels)
*Powerful (+1 HD; +1 level)
*Roots (Fast Healing 1; +3 levels)
*Scent (As the ability; 1 level)
*Spines (Ranged attack; 1 level)
*Sticky Sap (Attackers must make strength checks to free their weapons; 5 levels)
*Swift (Speed +10; 2 levels)
*Tendrils (Reach doubles; 2 levels)
*Thorns (Every attack deals +1 damage and is piercing; 1 level)
*Tremorsense (60 feet; 1 level)
FighterPage 33
Specialist Fighters (Can only take certain fighter feats as bonus feats, but can also exchange bonus feats for bonus abilities and gains or loses proficiencies)
*Bodyguard: Cover and Clear the Path, more class skills
*Commander: Helpful Hints, Rousing Speech, more class skills
*Corsair: (One of these for free at L1&2): Climb-Fighting, Rope Movement, Slow Fall, Swinging bull Rush, Big Breath, Ocean Tangle, only uses light armor, different skills
*Exoticist: Dazzling Display, Exotic Attack, Strange Strike, Loses Martial Weapon Proficiency, gains four Exotic Weapon Proficiencies.
*Fencer: Encouraging Blow, Denigrating Banter, Insurmountable Counter, only uses light armor and bucklers, gains skills.
*Horseman: Quick Turn, Share Shield, Spur, Steady Hand, can't use medium or heavy armor.
*Kensai: Rain of Blows, Storm of Blows. Loses Martial Weapon, Medium and Heavy Armor, and Shield Proficiency. Proficient in one martial or exotic weapon of your choice. Replace first level feat with +1/5 levels on attacks/damage.
*Knight: Hard Charge, Jousting Charge, Staggering Gait, Vicious Mount.
*Pugilist: Combo, Heavy Hitting, Iron Jaw, Shake it Off. Lose Martial and Shield Proficiency, gain Improved Unarmed Strike, Endurance at L1. Unarmed strikes deal 1d4 damage at Medium.
*Shield Bearer: Armored Gait, Armored Grace, Armor Optimization, Fortification, Shield Strike. Gain Tower Shield and Armor Spike proficiency.
*Survivalist: Lose heavy armor proficiency, gain class skills, no special abilities.
*Targetteer: Arrow Swarm, Sniper, Vital Aim. Loses Martial Melee and heavier shield proficiency (keeps buckler). Gains two exotic ranged weapon proficiencies.
Page 96
The Thane (Fighter variant; Different skills, treats Aura of Bravery, Improved Aid Another, and Stalwart feats as fighter bonus feats, Thane’s Vow (must choose a lord or master to serve, if the lord is killed the thane is treated as if under the effects of geas/quest until his lord’s death is revenged.))
Page 88
The Janissary (Fighter variant; Gain Speak Language, Two Knowledges; Lose Handle Animal, Intimidate, Swim)
Starts at page 92
Eldritch Warriors (Alternate class features for Fighters)
*Armored Savant (L1: Lose feat; ignore weight of armor for encumberance, armor slows you down as if one category lighter, maximum dexterity bonus +1, half normal ACF)
*Bonded Armor (L8: Lose feat; Bond to suit of armor, speeding donning and removing to full action, scaling insight to AC when worn)
*Eldritch Grace (L4: Evasion against spells and magical effects while only lightly encumbered)
*Eldritch Juggernaut (L18: Lose feat; gain spell resistance 11+HD in medium or heavy armor)
*Fortification (L10: Lose feats at L10,14,18; Gain Light, Medium, Heavy Fortificiation)
*Warrior of Air (L2: Lose feats at L2,6,12,20; Gain Electricity Resistance 5/10/20, Feather Fall, Freedom of Movement, Deal extra electrical damage on melee/unarmed attacks)
*Warrior of Earth (L2: Lose feats at L2,6,12,20; Gain Acid Resistance 5/10/20, Magic Stone, Deal extra acid damage on melee/unarmed attacks, Stone Shape)
*Warrior of Fire (L2: Lose feats at L2,6,12,20; Gain Fire Resistance 5/10/20, Burning Hands, deal extra fire damage on melee/unarmed attacks; Fire Shield (self only)
*Warrior of Water (L2: Lose feats at L2,6,12,20; Gain Cold Resistance 5/10/20, Obscuring Mist, Deal extra cold damage on melee/unarmed attacks, Water Breathing)
HexbladePage 88
Unfamiliar Territory (Alternate class features for any class with a familiar)
*Arcane Reabsorption (Lose familiar; If you fail a Spell Resistance check, make a Spellcraft check to regain the spell as if you had not cast it)
*Focus Caster (Lose familiar); Bond to object, gain proficiency with that object, object becomes focus for your spells, gain one of various school-themed benefits, doesn't require specialization)
Page 88
*Aligned Spellcaster (L4: Lose familiar; Spells you cast gain one of your non-neutral alignments as a descriptor and gain +1 CL against enemies of opposite alignment subtype)
*Beleagered Spellcaster (L4: Lose familiar; If you take more than 3xCL, next spell is automatically maximized or extended for free.)
*Disciple of Boccob (L4: Lose familiar; Take item creation feats one level sooner, items you create act as +1 CL for free, cannot destroy magic items or lose spellcasting for several days)
*Impromptu Metamagic (L4: Lose familiar; Chose one metamagic feat each morning, no level increase when applying it, usable 4-Level Increase times a day)
*School Mastery (L4: Lose familiar; Choose a school (does not require specialization, but is your specialist school if you are), gain benefit related to that school)
IncarnatePage 86
Beast Soulmelds (New Soulmelds: Broodkeeper's Heart, Chaos Roc's Span, Gravorg Tail)
MarshalPage 92
*Marshal of Battle (Optional updates to the Marshal class for Heroes of Battle: Add Profession (Siege Engineer) to class skills, update to how Auras work, Marshals know half their level of auras, Marshals must know certain prerequisites for certain auras, there are only auras (ignore minor vs major), list of new commander auras (Artful, Brawling, Cavalry, Charioteer, Guard, Guerilla, Hardy, Inspiring, Naval, Picket, Rampart, Siege, Volley), uses Command ratings)
MonkPage 41
Variant Fist (Fighting styles that replace your feats at L1,2,6 with specific combinations of feats and grant an additional bonus)
*Cobra Strike: Escape Artist, Dodge, Mobility, Spring Attack, Increased Dodge Bonus from Dodge
*Denying Stance: Tumble, Improved Grapple, Combat Reflexes, Improved Disarm, Bonus on Disarm and Grapple when defensive
*Hand and Foot: Balance, Stunning Fist, Deflect Arrows, Improved Trip, Bonus to resist combat maneuvers
*Invisible Eye: Listen, Combat Reflexes, Lightning Reflexes, Blind-Fight, +1 AC when defensive
*Overwhelming Attack: Intimidate, Power Attack, Bull Rush, Improved Overrun, bonus on Bull Rush checks against recently demoralized enemies
*Passive Way: Bluff, Combat Expertise, Improved Trip, Improved Feint, +4 on trips vs flatfooted enemies
*Sleeping Tiger: Hide, Weapon Finesse, Improved Initiative, Improved Sunder, Extra damage vs flatfooted enemies with a light weapon
*Undying Way: Concentration, Toughness, Endurance, Diehard, DR 2/- when defensive
Class Variants (page 45):
*Holy Monk: Gain Aura of Courage, Smite Evil, Turn Undead; lose feats at L1, 2 and 6; can multiclass freely between monk and paladin. Levels stack for smite evil and turning level.
*Hunter Monk: Gain Favored Enemy, Survival as class skill; lose feat at L1, slow fall; can multiclass freely between monk and ranger. Levels stack for gaining new favored enemies.
*Martial Monk: Gain ability to take any combat feat as bonus feats, Intimidate as class skill; lose -1 skill/level, Knowledges as class skills; can multiclass between monk and Fighter freely.
*Raging Monk: Gain Rage, Greater Rage, Mighty Rage; lose Flurry of Blows, Still Mind, Greater Flurry, Quivering Palm; keeps Monk rage if multiclassing into barbarian (and becoming chaotic) and Monk and Barbarian levels stack for Rage.
*Steadfast Monk: Gain DR as Barbarian; lose Unarmored speed bonus, unarmored AC bonus (but not Wisdom bonus to AC when unarmored).
*Vigilant Monk: Gain Detect Chaos at will, Uncanny Dodge, Improved Uncanny Dodge loses feats at L2 and 6.
Page 97
Wild Monk (Variant Monk): Has Flurry of Blows, Unarmed Strike, Evasion, Resist Nature's Lure, Ki Strike, Purity of Body, Wild Shape, Wholeness of Body, Improved Evasion, Diamond Body, Greater Flurry, Diamond Soul, Timeless Body, Tongue of Sun and Moon, Perfect Self.
Page 90
Ghurka (Nepalese): Lose proficiencies in kama, nunchaku, sai, shuriken, and siangham. Gain proficiencies with kukri, short sword, and short bow. Treat kukri, short sword, and club as special monk weapons.
Arnis, Kali, Escrima (Filipino): Lose proficiencies in kama, nunchaku, sai, shuriken, and siangham. Gain proficiencies with short sword, longsword, and whip. Treat club, dagger, quarterstaff, and short sword as special monk weapons.
Krabi-Krabong (Thai): Lose proficiencies in kama, nunchaku, sai, shuriken, and siangham. Gain proficiencies with short sword, spear, and short spear. Treat short sword, spear, short spear, club, and quarterstaff as special monk weapons. Also gain proficiencies with all shields except tower shields.
Page 89
Sidewinder Monk (Class Features: Bonus Feats, Flurry of Blows, Unarmed Strike, Evasion, Silver Tongue, Fast Movement, Sneak Attack +1d6/3 levels, Earthbound, Fangs (Natural Attack), Ki Strike, Wholeness of Body, Intimidating Stance, Improved Evasion, Diamond Body, Greater Flurry, Diamond Soul, Timeless Body, Tongue of Sun and Moon, Perfect Self)
Page 89
Worldly Styles (Monk combat styles)
Kyokushkai Karate (Survival, Endurance, Toughness, Weapon Focus (unarmed strike), +6 HP)
Wing Chun Kuen (Listen, Combat Reflexes, Cleave, Improved Critical (unarmed strike), Wis to Init when not surprised)
Wushu (Tumble, Improved Initiative, Power Attack, Improved Feint, Half your monk level on feint checks)
Page 89
Chaos Monk (Variant Monk: Has Bonus Feats, Flailing Strikes, Unarmed Strike, Evasion, Still Mind, Ki Strike, Slow Fall, Erratic Advance, Displacing Stance, Improved Evasion, Freedom of Thought, Greater Flailing, Diamond Soul, Quivering Palm, Timeless Body, Empty Body, Anarchic Self)
Page 97
The Metered Style (Monk Style)
*Concentration, Defensive Metered Foot, Offensive Metered Foot, Toughness, May take 10 on any Strength or Dexterity based skill check.
Page 93
Backgrounds (Monk backgrounds: +1 damage vs objects, +1 bonus on Jump checks, +1 Knowledge(History), +1 vs Stunning Fist, or +1 vs Entangled)
Page 47
The Eternal Light (Substitution levels)
*Illuminated Monk (L1: Bonus Feat(Skill Focus), Flurry of Blows, Unarmed Strike; L2: Bonus Feat(Negotiator or Investigator), Evasion; L6: Meditative Focus, Slow Fall 30 ft)
Page 90
Sacred Enforcers (Monk fighting styles)
*Sacred Path of Heironeous (Diplomacy, Endurance, Negotiator, Weapon Specialization(Longsword), Flurry with longswords)
*Sacred Path of Hextor (Intimidate, Endurance, Persuasive, Weapon Specialization (Flail), Flurry with flails)
*Sacred Path of Moradin (Balance, Improved Sunder, Cleave, Diehard, Half monk level to sunder damage)
*Sacred Path of St. Cuthbert (Survival, Track, Alertness, Power Attack, Natural 20s on attack rolls inflict -1 on saves and AC for half monk level in rounds)
*Sacred Path of Wee Jas (Use Magic Device, Improved Initiative, Skill Focus(Use Magic Device), Half monk level to UMD checks)
*Sacred Path of Yondalla (Jump, Improved Initiative, Weapon Finesse, Mobility, +1 on Saves after Flurrying for one round)
Monk Alternate Class Features:
*Sacred Strike (Lose Ki Strike, Improved Evasion, gain Smite Good/Chaos/Evil 1+Wisdom times per day, later gains stun and blind)
*Unwavering Dedication (Lose Still Mind, can multiclass with Paladin, Cleric or Blackguard)
*Wholeness of Others (Lose Wholeness of Body, gain Lay on Hands equivalent (but not on yourself))
Page 93
Bane of the Clockwork (Alternate Monk class feature; L3: Lose Slow Fall and 6th level feat; can crit on constructs with unarmed strikes, can use stunning fist and quivering palm on constructs)
Page 74
Way of the Shackled Beast (Shifter Monk Substitution levels)
*Way of the Shackled Beast Style (Jump, Fear No Binds, Beast Strike, Disruptive Strike, Use Flurry of Blows with a charge)
Page 84
Beyond Kung-Fu (Monk styles)
*Buddhist Monk (Sense Motive, Iron Will, Combat Expertise, Intuitive Attack, +5 on Still Mind)
*Franciscan Friar (Heal, Self-Sufficient, Vow of Chastity, Die Hard, Gain several Cleric SLAs)
*Knight Hospitaler (Spot, Weapon Focus (Any), Combat Expertise, Weapon Specialization (Same as Focus), Can use Combat Expertise on allies)
*Shinto Monk (Knowledge(Nature), Animal Affinity, Vow of Purity, Nymph's Kiss, Animal Companion using 1/3 Monk Level as Druid Level)
Ninja:Page 86
Elements of Surprise (Elemental Variant Ninjas)
*Blinding Flash: Fire (L2: Lose Ghost Step, Gain ability to blind foes; L8: Lose Ghost Strike, Gain ability to increase duration of foe’s blindness; L10: Lose improvement to Ghost Step, wreath hands and feet in flame after using Blinding Flash)
*Deceptive Mist: Water (L2: Lose Ghost Step, Gain ability to create Obscuring Mist/Solid Fog; L8: Lose Ghost Strike, Gain ability to lace deceptive mist with poison; L10: Lose improvement to Ghost Step, Gain ability to make deceptive mist behave like Solid Fog)
*One With The Earth: Earth (L2: Lose Ghost Step, Gain ability to Meld Into Stone; L8: Lose Ghost Strike, Gain burrow speed; L10: Lose improvement to Ghost Step, gain DR 10/adamantine for 1d4 rounds after emerging from burrowing)
Paladin:Page 47
Champions of the Divine
*Variant Paladins for non-evil alignments
Sentinel (NG)
Gains Aura of Good, Detect Evil, Smite Evil, Resist Fiendish Lure, Celestial Fortitude, Turn Outsider, Celestial Minion, and Dispel Evil
Avenger (CG)
Gains Aura of Chaos, Detect Law, Smite Law, Lay on Hands, Slippery Mind, Turn Undead, Animal Minion, and Break Enchantment
Enforcer (LN)
Gains Aura of Law, Detect Chaos, Smite Chaos, Subdue, Suggestion, Rebuke/Command Undead, Leadership, and Dominate Person
Incarnate (N)
Gains Detect Imbalance, Elemental Affinity, Smite Extremist, Elemental Burst, Energy Resistance, Rebuke Outsider, Elemental Minion, and Commune with Nature
Anarch (CN)
Gains Aura of Chaos, Detect Law, Smite Law, Slipper Mind, Turn Construct, Special Mount, and Dispel Law
Page 20
Blackguards (Evil Paladin Variants)
Anti-Paladin (CE)
Gains Aura of Evil, Detect Good, Smite Good, Slaughter the Weak, Death Knell, Turn or Rebuke Outsider, Fiendish Mount and Contagion
Despot (LE)
Gains Aura of Law, Detect Chaos, Smite Chaos, Slippery Mind, Indomitable Will, Oppression, Leadership (yes, as the feat), and Mark of Justice
Corrupter (NE)
Gains Aura of Evil, Detect Good, Smite Heathen, Hidden Faith, Disguise Self, Intercession, Fiendish Familiar, and Fallen Soul
Page 90
Lose Turn Undead at 3rd (should be 4th level) to gain a domain from the domains listed. Domains do not grant bonus spells, but do grant various domain powers.
Page 90
Wyrmslayer Paladin (Can multiclass with Ranger, replaces Knowledge(Nobility and Royalty) with Knowledge(Arcana), gain uses of Resist Energy instead of Remove Disease)
Page 94
Solstice Knight (Paladin Substitution Levels: L3: Aura of Courage, Blessed Radiance; L5: Darkvision, Strike of the Faithful, Special Mount)
Page 47
*Paladin of Light (L1: Aura of Good, Detect Night Creatures, Smite Evil 1/day; L2: Cooling Touch, Divine Grace; L6: Remove Curse 1/week)
Page 91
Lost Ones (Variants for divine characters who've lost their faith)
*Power of the Self (L4 Paladin: Lose Divine Grace, Divine Health, Special Mount; Gain bonus fighter feats every four levels)
Page 93
*Angel's Sight (L3: Lose Divine Health; gain Darkvision and Low-Light Vision)
*Aura of Banishment (L6: Lose Remove Disease; evil outsiders cannot be summoned near you as easily)
*Aura of Sanctity (L4: Lose Turn/Rebuke Undead; Become immune to compulsion, death or petrification. Nearby allies gain +4 on rolls vs same.)
*Gaze of Truth (L1: Lose Detect Evil; Gain Detect Lies)
*Hunter of Fiends (L1: Lose Smite Evil; Gain Favored Enemy (Outsider(evil))
*Smiting Arrow (L1: Lose heavy armor and shield proficiency; your Smite Evil can be used on ranged attacks to 30 feet)
*Sword of Celestia (L5: Lose special mount; gain a magical weapon forged in celestia)
Psion:Page 62
3.0 material
Gain benefits one psionic manifesting based on feats and discipline powers taken. Works like Martial Arts styles for monks.
Psychic Warrior:Page 64
Psychic Warriors in Oriental Adventures must select bonus martial arts feats instead of bonus fighter feats, and must specialize in a martial art style like a wizard specializes in a school of magic.
Ranger:Page 59
Roles of the Ranger
*Urban Ranger: Lose Knowledge (Geography), Knowledge (Nature), Track;
Gain Knowledge (Local), Gather Information, Stealthy, take Favored Enemy for organizations instead of races; swap ranger spells for bard spells
Page 95
Wild Defender (Variant Ranger): Loses Favored Enemy, Bonus Feats, Combat Style, Camouflage, and Hide in Plain Sight.
Gains Smite Evil, Nature Lore, Trackless Step, Resist Nature's Lure, Rebuke Nature
Page 97
Optional Ranger Combat Styles (Replaces combat styles at 2nd, 6th, 11th with the following)
*Beast-Wrestling Style: Improved Unarmed Strike, Improved Grapple, Stunning Fist
*Mounted Combat Style: Ride-By Attack, Spirited Charge, Trample
*Piscator Style: Exotic Weapon Proficiency (Net), Improved Trip, Improved Critical
*Strong Arm Style: Power Attack, Improved Sunder, Great Cleave
*Throwing Style: Quick Draw, Point Blank Shot, Far Shot
Page 87
Animal Allies (Alternate Animal Companions): Moose, Flying Squirrel, Seahorse
Page 105
Mystic Ranger (Variant ranger: Gain spellcraft, cantrips, 5th level spells, gain other class features slower)
Page 55
*Moon-Warded Ranger (L2: Armor of the Senses; L6: Skin of the Moon; L11: Indomitable Mind)
Pages 92-93
*Dwarf Ranger (Lose Stonecunning, Skill bonuses, AC vs Giants to get scaling AC bonus vs Favored Enemies)
*Elf Ranger (Gain a favored terrain, but take -1 on Int and Wis-based skills outside it)
*Gnome Ranger (Lose all SLAs but Speak With Animals, gain Create Water, Detect Poison, Purify Food and Drink as SLAs)
*Half Elf Ranger (Switch +2 bonuses on Diplomacy and Gather Information to Handle Animal and Ride)
*Half Orc Ranger (Gain Favored Enemy (Orc) or (Human) but take Charisma penalty with that race)
*Halfling Ranger (Lose luck bonus to saves; gain scaling bonus to saves vs their favored enemies)
Page 91
Lost Ones (Variants for divine characters who've lost their faith)
*Solitary Hunting (L1 Ranger: Lose animal companion; gain Favored Enemy bonus on attack rolls)
Rogue:Page 96
Dwarf Rogues (Dwarf Rogue substitution levels: L1: Demolitionist, Trapfinding; L3: Expert Demolitionist, Trap Sense +1; L5: Rapid Demolitionist)
Page 55
*Lunar Rogue (L4: Raging Rogue; L8: Changing Rogue; L10: Empowered Rogue)
Page 93
Criminal Specialists (Take certain skills, ban two others, gain a special bonus at a given level, aimed at rogues but anyone can take them if they meet the skill prerequisites)
Scout:Page 87
*Light Cavalry (Lose Fast Movement, Camouflage, Hide in Plain Sight, Free Movement; Gain Special Mount, special mount bonuses)
*Sniper (Lose Skirmish, Fast Movement; Gain Snipe, which is precision damage against targets 60 feet or further away)
Sorcerer:Page 94
Work with your DM on a theme for a set of spells called your "Sphere" that you have an easier time casting thanks to a powerful magical creature as an ancestor. You cast all spells from your sphere at +1 Caster Level. This bonus doesn't apply to spell trigger or spell completion items from your sphere. However, your sphere has an opposite that you cast spells from at -2 Caster Level, which might delay access to certain spells. (The magazine says a character with fire as an opposed sphere couldn't cast fireball until 7th level.) You're unable to use spell trigger or spell completion items that use spells from your opposed sphere.
There are example spheres such as acid where all spells with the acid descriptor gain +1 Caster Level. Electricity is the opposed sphere, thus spells with the electricity descriptor are cast at -2 Caster Level.
Page 93
Familiarity Breeds (Take Improved Familiar and use same normal familiar to get new benefits for your sorcerer, requires specific familiar and caster level combinations: Bat->Blindsense, Toad->Hallucinatory Perspiration(creatures biting you make fort vs confusion), Cat->Nine Lives (50% chance to stabilize), Toad->Regrow(Lay on Hands), Weasel->Scent, Raven->Second Memory(Reroll Knowledge checks), Rat->Self-Cannibalize(Sacrifice spell slot to convert lethal to nonlethal), Hawk or Owl->Tracker(+2 Move Silently, Low Light Vision))
Page 93
Claim Your Birthright (Replace sorcerer's familiar with Draconic Ray, deals damage and has secondary effects)
Page 107
Poltergeists (Trade two cantrips for unique alternative cantrips: Crawling Coins, Fanfare, Frost Fingers, That'll Leave A Mark, The Pinch)
Page 88
Unfamiliar Territory (Alternate class features for any class with a familiar)
*Arcane Reabsorption (Lose familiar; If you fail a Spell Resistance check, make a Spellcraft check to regain the spell as if you had not cast it)
*Focus Caster (Lose familiar); Bond to object, gain proficiency with that object, object becomes focus for your spells, gain one of various school-themed benefits, doesn't require specialization)
Page 77-79
Dragonmarks - Sorcerers in Eberron (Alternate class features for Eberron sorcerers)
*Dragonmarked Sorcerer (Gain a nonfunctional dragonmark, but add the SLAs from the dragonmark to your Sorcerer spell list)
*Blood of Eberron (Change list of class skills, do not gain familiar; gain animal companion as druid half your level and druid/ranger/sorcerer stack for animal companion, natural spell works with any polymorph effect)
*Blood of Khyber (Change list of class skills, do not gain familiar; +1 CL on Conjuration(Summoning) and Transmutation spells, -1 CL on Abjuration or Divination spells, cannot be good)
*Blood of Siberys (Change list of class skills, do no gain familiar: +4 to Charisma for purposes of spells per day and maximum spells available, but not save DCs or skill checks)
Page 88
*Aligned Spellcaster (L1: Lose familiar; Spells you cast gain one of your non-neutral alignments as a descriptor and gain +1 CL against enemies of opposite alignment subtype)
*Beleagered Spellcaster (L1: Lose familiar; If you take more than 3xCL, next spell is automatically maximized or extended for free.)
*Disciple of Boccob (L1: Lose familiar; Take item creation feats one level sooner, items you create act as +1 CL for free, cannot destroy magic items or lose spellcasting for several days)
*Impromptu Metamagic (L1: Lose familiar; Chose one metamagic feat each morning, no level increase when applying it, usable 4-Level Increase times a day)
*School Mastery (L1: Lose familiar; Choose a school (does not require specialization, but is your specialist school if you are), gain benefit related to that school)
Soulborn:Page 86
Beast Soulmelds (New Soulmelds: Broodkeeper's Heart, Chaos Roc's Span, Gravorg Tail)
Soulknife:Page 46
Umbragen (Drow Variant) racial substitution levels for Soulknife:
*L1: Mind Blade, Stealthy, Weapon Focus (Mind Blade)
*L6: Mind Blade Enhancement +1, Shadow Bow
*L9: Greater Weapon Focus (Mind Blade), Improved Shadow Bow
Spellthief:Page 84
Spellthief Substitutions (Alternate class features for Spellthieves)
*Cursed Blow (L5: Lose one die of sneak attack; when sneak attacking, you can spend a spell slot as a free action to curse the target's attacks, saves, skills by the level expended for level of spells in rounds)
*Hamper Magic (L3: Lose steal energy resistance, steal spell-like ability; gain ability to damage someone's caster level)
*Spelleater (L7: Lose Absorb Spell; Gain ability to eat an absorbed spell for 2 HP/spell level)
*Spellskill (L4: Spellcasting ability; Spell-skill grants enhancement bonus to skills)
*Trickster (L1: -2 Skill poins per level; Gain spellcasting as per a bard, caster level equals class level)
Totemist:Page 86
Beast Soulmelds (New Soulmelds: Broodkeeper's Heart, Chaos Roc's Span, Gravorg Tail)
Wizard:Page 29
Among the Dead (Specialist Necromancer Wizard variants with different class features)
*Deathwalker (Slowly becomes lich-like instead of feats) Gains Master of the Dead, Undead Familiar, Aura of the Grave, Shroud of Death, Mastery of Undeath, and Mantle of Undeath
*Stitched Flesh (Learn to manipulate bodies instead of feats) Gains CraftConstruct, Reaper’s Touch, stitched flesh familiar, Brink of Life and Death, Forge Flesh, Master of Life and Death, and Forge Life
*Soul Reaper (Manipulates spirits instead of feats) Gains Inquisitor of the Grave, Spiritual Vassal, Bind Spirit, and Spawn Undead Servant
Page 90
Filidh (Variant Wizard): Different skills, Bardic Knowledge, +CL for Divination spells; no feats, familiar or Scribe scroll.
Page 94
Alternative Spellbooks (New "spellbooks" for wizards: Hairbraids or weaves, Carvings, Tattoos)
Page 102
Halfling Wizards (Halfling Wizard substitution levels)
*Alternative Spell (Learn a L1 spell from ANY list)
*Lore(Bardic Knowledge)
*Greater Alternative Spell(Learn a L5 or lower spell from ANY list)
Page 104
Anagakok (Variant Specialist Wizard: Good Fortune, Illiteracy, Spontaneous Casting(Endure Elements), Wilderness Lore, considered specialist in "spells related to survival in harsh climates" and gain spells not normally accessible to wizards.)
Page 88
Unfamiliar Territory (Alternate class features for any class with a familiar)
*Arcane Reabsorption (Lose familiar; If you fail a Spell Resistance check, make a Spellcraft check to regain the spell as if you had not cast it)
*Focus Caster (Lose familiar); Bond to object, gain proficiency with that object, object becomes focus for your spells, gain one of various school-themed benefits, doesn't require specialization)
Page 88
*Aligned Spellcaster (L1: Lose familiar; Spells you cast gain one of your non-neutral alignments as a descriptor and gain +1 CL against enemies of opposite alignment subtype)
*Beleagered Spellcaster (L1: Lose familiar; If you take more than 3xCL, next spell is automatically maximized or extended for free.)
*Disciple of Boccob (L1: Lose familiar; Take item creation feats one level sooner, items you create act as +1 CL for free, cannot destroy magic items or lose spellcasting for several days)
*Eidetic Spellcaster (L1: Lose familiar, Scribe Scroll; Don't use a spellbook, you instead use incense to scribe your scrolls)
*Impromptu Metamagic (L1: Lose familiar; Chose one metamagic feat each morning, no level increase when applying it, usable 4-Level Increase times a day)
*School Mastery (L1: Lose familiar; Choose a school (does not require specialization, but is your specialist school if you are), gain benefit related to that school)
Familars:Page 60
Alternative starting familiars (that actually give bonuses like core familiars): Bird, Dog, Fox, Hare, Lizard, Mouse, Otter, Raccoon, Skunk, Squirrel
Page 98
Specialist Familiars (Additional familiars with bonuses to wizard, including hummingbird), at DM’s discretion these specialized familiars can be added to the list of regular familiars available to sorcerers and wizards (and presumably other classes with familiars such as adept and hexblade)
Page 88
Familiar Flavoring (New familiars with bonuses: Chameleon, Crow, Dark Chanting Goshawk, Dog, Flying Fox, Great Horned Owl, Iguana, King Cobra, Monkey, Night Lizard, Platypus, Rabbit, Squirrel, Vampire Bat)
Page 88
Unfamiliar Territory (Alternate class features for any class with a familiar)
*Arcane Reabsorption (Lose familiar; If you fail a Spell Resistance check, make a Spellcraft check to regain the spell as if you had not cast it)
*Focus Caster (Lose familiar); Bond to object, gain proficiency with that object, object becomes focus for your spells, gain one of various school-themed benefits, doesn't require specialization)
Prestige Races:Page 47
Prestige Races (Take Scuplt Self feat to spend experience for template-like bonuses without actually costing levels)