Also go to http://www.obsidianportal.com/campaign/the-powers-of-the-realms/wikis/weekly-abas (under Wiki)
Half-Elf: 2nd FC can be a Prestige Class
Half-Orc: Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round without any penalties. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Also gets Diehard for free as part of Orc Ferocity. Any racial advantage that gives up Orc Ferocity gives up Diehard as well.
Bards – If you want to play one make an Archaeologist. One notation, Archaeologist’s Luck should read “He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use Archaeologist’s Luck for 2 additional rounds per day.”
Monk: Unarmed combat can use natural weapons, Small PC’s use normal Medium tables.
Barbarian – All Barbarians gain the benefits of the Invulnerable Rager without giving up any class features except for the baseline Damage Reduction that starts at level 7.
Rage: No AC penalty, no fatigue penalty, hp are temporary, cannot start/end in the same round. Tireless Rage = Unlimited Rage
Wizard: +2 spells per day for each level, Bonus Feat is at every 4 levels now (4, 8, 12, 16, 20), and Scribe Scroll is replaced by Bonus Feat.
Fighters – If a Fighter uses their bonus combat feat to purchase Improved Two-Weapon Fighting or Greater Two-Weapon Fighting then they may ignore the Dexterity requirement. Also, when Fighters select feats that denote one specific weapon (such as Weapon Focus and Weapon Specialization) they may choose up to 3 weapons.
Bravery – Bravery makes the fighter immune to Fear. Also starting at 2nd level, a fighter gains a +1 bonus on Will saves. This bonus increases by +1 for every four levels beyond 2nd.
Favored Class: No hp bonuses for leveling in your FC, only +1 skill point.
HP: d12=11, d10=9, d8=7, d6=5, d4=3.
For those who already have the following Weapon Finesse you may keep it. For all new characters Weapon Finesse works per the normal rules.
Weapon Finesse: If you have the WP to use a light weapon, rapier, whip, or spiked chain then you may gain the benefit of Weapon Finesse without purchasing it. If you choose to purchase Weapon Finesse anyways, you may also use your Dexterity as a damage modifier.
Heavy Handed – Requires Fighter level 4 (New Feat)
When making an attack with a two-handed weapon add double your Strength bonus on damage rolls.
Balanced Weight – Requires Fighter level 8 (New Feat)
Attack penalties for fighting with two weapons are reduced by –1. Alternatively, you may use a one-handed weapon in your off-hand, treating it as if it were a light weapon with the normal light weapon penalties.
Tower Shield Specialization – Requires Fighter level 4 (New Feat)
When using a tower shield you do not take the –2 penalty on attack rolls because of the shield’s encumbrance.
Improved Shield Specialization – Requires Fighter level 8 (New Feat)
When using a shield you gain your shield bonus against touch attacks.
Dexterous Strike – Requires Dexterity 13 (New Feat)
You may apply your Dex bonus as a damage modifier to one specific weapon.
Point Blank Master – Point Blank Master may also be chosen by Rogues as a Combat Trick (Req level 4).
Immediate and Swift Actions: They stay separate
Saving Throws: Choose the highest appropriate stat: Fort (Str or Con), Ref (Dex or Int), Will (Wis or Cha)
Total Defense: +6 AC
Readied Actions: do not alter your Initiative
Character Death/Retirement – If you make a new character some house rules which have been deemed unbalanced or broken will not be available for your new character, even if it is a positive retirement.
Memorize a number of spells each day equal to your spells per day allotment. You may then spontaneously cast spells with those slots from your memorized selection. Spells affected by Metamagic Feats must be memorized/prepared like all other spells. Arcane casters may use either Int or Cha.
Spontaneous Casting – Some rules cribbed from 5.0 do not work within the confines of the Pathfinder rules system. Existing characters may keep their spontaneous casting, but all future characters will not have it unless it is an existing class feature.
Buff Spells – Buffs that ONLY buff and have no type of damage effect may be cast as a Move action. Some spells may be excluded from this without warning in game.
Mirror Image – This spell requires a Standard Action to cast.
Frigid Touch – This spell causes your hand to glow with a pale blue radiance. Your melee touch attack deals 4d6 points of cold damage plus an additional 4d6 cold damage every four levels beyond 3rd (to a maximum of 12d6 at 11th level). The spell also has a chance to cause the target to be staggered for 1 round (Fort save for no Staggered effect, the damage cannot be saved).
Spells Known: Casters with Spells Known gain a bonus to each level equal to the relevant Attribute modifier.
Spell Books: All casters (including divine) must use a spell book. The only exception will be classes with a set list of “Spells Known”. All classes with Spells Known will gain a bonus to their Spells Known equal to their relevant Attribute Modifier.
You begin play with a spellbook containing all 0-level spells, five 1st-level spells, four 2nd-level spells, plus a number of additional spells (for both levels) equal to your relevant Attribute modifier. (This assumes starting character level of 3-4)
At each new level you gain two new spells of any spell level that you can cast (research, practice, etc…). At any time you can also add spells found in other spellbooks to your own (see Magic).
Magic Items: Items may be worn as makes sense. Ie., you could wear two belts, three amulets, and five rings. However you could only wear one pair of boots. Some more powerful magic items will require you to become Attuned to the item. This will have to be discovered in game.
Magic Item Creation: If you wish to make magic items be aware you may suffer unexpected restrictions and requirements on creating them. However, item creation in and of itself will only take one hour. Also we will be adopting 4.0 disenchantment rules.
Disenchantment: A one hour ritual that destroys a normal magic item (nothing cursed, intelligent, epic, etc…) and produces Mage Crystals equal to 25% of the value of the existing item. Some cursed, holy, and unholy items can be disenchanted and carry the blessings and curses with the Mage Crystals.
Due to stat bonus scaling normal campaigns will try to limit buff items to no more than +4 and no higher starting stat than 14. High fantasy campaigns will start with no higher that 16 for stats and all DC’s using level modifiers will use the full level, not 1/2 of the level.