- Alignments allowed: LN, LG, TN, NG, CG.
- Free Fighter Gestalt for everyone
- You may roll for ability scores (4d6 drop lowest, take best 6 of 7 sets), if you’re not pleased with them, you may use a 18/16/14/14/12/10 stat array.
- Feats every Even level instead of every Third level.
- LA buy-off is allowed
- No Flaws
- Traits allowed, 2 traits max.
- Most other variants are allowed
- You reroll for HP as long as you get under half your die size.
- Magic items are pretty much non-existant. You buy abilities using ‘Ability Points’ (APs) that work as GP does. Instead of having said item, however, your character has that innate ability.
- As with magic items, you can buy spells as SLAs using APs, using a tweaked formula based on Creating Magic Items : Spell Level * Caster Levels * 400. That’s how many ‘caster levels’ of said spell you have per day, and you can spread them as you want. The most you can use at once is equal to your HD. So, say you have 10 CLs of Fireball (3). That’d cost 12,000 APs, and it’d allow you to use 10 1d6 mini-fireballs, or a single 10d6 fireball, assuming you at at least level 10. Your CL vs SR equals your HD, and spells that aren’t directly related to CL must be cast at the minimum CL for their level. All spells made this way are subject to DM approval. To learn a spell, your HD must be at least the minimum at which a class would normally be able to learn that spell. The priority order for repeated spells is Wizard > Sorcerer > Cleric > Druid > Bard > Paladin > Ranger > PrCs. If the class is one of those 1/2 CL classes, you might buy a spell using the reduced CL as the minimum to cast it.
- If you want a SLA at will instead of limited, it costs SL * CL * 2000 APs. The CL you pay for is the max CL you can use anytime you cast said spell. This also applies to permanent duration buffs.
- There are no 2 Dex is not.
- No large-scale spells. Fireball? Sure. Wraithstrike? I’ll hate you, but yes. Time Stop? If you’re high enough level, sure. Now, Control Weather, Earthquake and the like? Please don’t.
- Search is folded into Spot
- Survival is folded into Knowledge (Nature)
- Knowledge (Nature) is Wis-based, not Int-based
- Spellcraft and Psicraft are split into the different Knowledges:
- Arcana for Arcane spells
- Nature for Druid/Shaman spells
- Religion for all other Divine spells
- Psionics for Powers
- Open Minded nets you 1 bonus skill point per level, instead of a flat +5. You cannot take this feat more than once.
- Dodge is a flat +1 Dodge bonus to AC. If you have abilities of any kind that key off your dodge target, you must still choose a single enemy to be considered your dodge target for those abilities.
Class Specific Houserules
Non-Initiator (Bo9S) Classes
- Non-Initiator Classes use their BAB as their Initiator Level.
- Druids can choose to have a good Reflex save instead of Fortitude
- Druids must use the Elemental Companion variant from Complete Mage
- Druids must use the Aspect of Nature class variant, but it’s a Swift action instead of Standard to activate it.
- Sorcerers get either Eschew Materials or a Heritage Feat at level 1
- Every 5 levels (as a Wizard), they get a free Feat. If they chose Heritage at level 1, then a Heritage Feat according to their Heritage. Else, a Metamagic Feat.
- Sorcerers are allowed, and encouraged, to use variants abilities instead of their familiar, such as Spell Shield.h1.
- Monks get full BAB, as a Fighter. (I know it’s pointless with the Fighter Gestalt, but just for completeness)
- Paladins cast their spells based on Charisma, not Wisdom.