Most of the house rules are
RIGHT HERE for now. I might copy some or all of it over here later.
Changelog:
[spoiler]
11/18/09 Reformatted the House Rules to be easier to read, and fixed links to Diplomacy and a couple of other things.
11/19/09 Modified the feats a bit, deleting a few obsolete prereqs and feats. The main change was bundling the Quick Draw feat into the Combat Looting feat.
11/20/09 Added information on partial saves, and magic item scaling and levels. Also made minor changes to the fighter, increasing his skill points, adding a few class skills, and increasing his uses of the Combat Experience feature. Also changed the specific ranges for the Wild Magic effect, but not the statistics.
1/6/10 Changed the way scrolls work, and added restrictions on magic item crafting.
1/20/10 Toned down my fighter a bit, after reading feedback on the Tome fighter. He can no longer take tome Combat feats as bonus feats before 12th level.
Still debating this with myself.1/21/10 Copied the Time Sphere here, and finalized its abilities.[/spoiler]
"Wild" magic rules: 1-25 fails entirely, 26-75 means it works normally, 76-95 doubles in strength, and 96-100 something weird happens.
For saving throws: Levels with a "good" save add +0.5 for every level, with a +2 for the first time you add a class with that good save (but not if you add a level of another class with that good save). For the levels with "bad" saves, you add +1/3.
For BAB: Just take the fractions for each level and add them up. So a wizard gets +0.5 BAB per level, a cleric gets +0.75, and a fighter gets +1, etc.
You always round these down, but you have to keep track of the fraction left over for when you next level up.
Magic items that just provide a bonus scale with your levels according to the chart found here. They "cost" the amount of whatever the least magic item of that type costs (So "magic armor" costs 1000 gp, plus the mundane item's cost). Items that provide a bonus to an ability score start at +2 (and 4000 gp), but do scale through odd numbers as you level (so at level 9 they'd give you a +3). Items that provide a competence bonus to a skill start at +5 (and 2500 gp) and provide a bonus equal to your character level (or 5, whichever his higher).
Time Sphere[spoiler]
TimeSpecial: Three times per day, you can activate any power from this Sphere as a swift or immediate action, regardless of its normal casting time. Also, you can terminate any effect you create from your Sphere prematurely as a Free action. Abilities based on psionic powers are fully augmented up to the maximum effect possible for your manifester level (your character level), as normal for psi-like abilities.
Character level/Power1st Deja Vu (not mind affecting),
Quintessence (Track uses separately)
3rd Haste5th Slow7th Time Hop9th Anticipatory Strike (CPsi, similar to Greater Celerity)
11th Temporal Acceleration13th Mass Time Hop15th Temporal Stasis17th Time Regression (CPsi, allows you to rewind time for a round)
19th Mass Hold Monster (not Mind Affecting)
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Just so I don't have to look this up again...
Natural Empath [Skill][spoiler]
You read people like books. (This is a Skill feat that scales with your ranks in Sense Motive.)
Benefits: You gain a +3 bonus to Sense Motive checks.
4: You can quickly size up potential opponents. If you succeed on a Sense Motive check as a free action, opposed by their Bluff, you can tell if they're an even match (their CR equals your character level), an easy challenge (their CR is 1-3 less than your level), irrelevant (their CR is 4 or more less than your level), stronger (their CR is 1-3 higher than your level), or overwhelmingly powerful (their CR is 4 or more higher than your level). You can use this ability once on a particular creature every 24 hours.
9: If you succeed on a Sense Motive check, opposed by Bluff, you know your opponent's alignment. If you beat their Bluff by 20 or more, you can read their surface thoughts, as if during the third round of detect thoughts.
14: You have an uncanny intuition for when people are interested in you. Any time someone uses a remote spell or effect, like scrying, to examine you, you know you're under observation and if you make a Sense Motive check that beats their Bluff check, you know some details about them: if you've met them before, you recognize them, but if not, you get a basic idea of their reasons for their interest in you. Similarly, if you use Sense Motive on someone influenced by an enchantment effect, you can find out who created the effect with a Sense Motive check opposed by the controller's Bluff, getting the same information.
19: You know what people are going to do before they do. Any time someone you're aware of attacks you, make a Sense Motive check opposed by their Bluff: if you succeed, you get a free surprise round.[/spoiler]
Warmage spell list (modifed by Koumei, and then me):[spoiler]
Cantrips: Dancing Lights, Darkness, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Light, Magic Missile, Mending, Message, Purify Food and Drink, Rouse, Stand
Level 1: Alarm, Detect Scrying, Detect Secret Doors, Disguise Self, Endure Elements, Entangle, Firespray, Grease, Mass Rouse, Mass Stand, Mount, Obscuring Mist, Shocking Grasp, Silent Image, Ventriloquism, Lesser Orb of X (X=Fire, Force, etc)
Level 2: Arcane Lock, Continual Flame, Fireball, Jet of Steam, Gust of Wind, Incendiary Slime, Locate Object, Mass Enlarge Person, Mass Reduce Person, Misdirection, Protection From Arrows, Pyrotechnics, Resist Energy, Scare, Scorching Ray, See Invisibility, Whispering Wind
Level 3: Caustic Mire, Caustic Smoke, Deep Slumber, Dispel Magic, Flame Arrow, Fly, Horrid Sickness, Invisibility Sphere, Lightning Bolt, Major Image, Mass Resist Energy, Mordenkainen's Faithful Hound, Nondetection, Protection From Energy, Rage, Sleet Storm, Stinking Cloud, Wall of Fire, Water Breathing, Wind Wall, Orb of X
Level 4: Confusion, Dimension Door, Dimensional Anchor, Evard's Black Tentacles, Fear, Fire Shield, Fire Trap, Hallucinatory Terrain, Ice Storm, Move Earth, Scrying, Shout, Solid Fog, Stone Shape, Wall of Fire, Wall of Ice
Level 5: Cloudkill, Cone of Cold, Deltane's Fiery Tentacles, Fire and Brimstone, Fire Seeds, Greater Dispel, Dismissal, Fabricate, Lightning Leap, Mass (Bull's Strength, Cat's Grace, Bear's Endurance), Mind Fog, Mirage Arcana, Nightmare Terrain, Prying Eyes, Seeming, Sending, Tactical Teleportation, Telepathic Bond, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Force, Wall of Stone, Waves of Fatigue
Level 6: Acid Fog, Chain Lightning, Contingency, Guards and Wards, Mass Fly, Mass Suggestion, Storm of Fire and Ice, Sunburst, True Seeing, Veil, Wall of Iron, Wall of Thorns
Level 7: Banishment, Control Weather, Deadly Lahar, Earthquake, Forcecage, Greater Teleport, Incendiary Cloud, Mass Hold Person, Mass Invisibility, Mordenkainen's Sword, Phase Door, Planeshift, Prismatic Spray, Reverse Gravity, Waves of Exhaustion, Whirlwind
Level 8: Deadly Sunstroke, Dimensional Lock, Greater Prying Eyes, Greater Shout, Horrid Wilting, Mass Charm Monster, Mass Polymorph, Prismatic Wall, Storm of Vengeance
Level 9: Astral Projection, Elemental Swarm, Etherealness, Firestorm, Foresight, Mass Hold Monster, Meteor Swarm, Prismatic Deluge, Prismatic Sphere, Timestop, Towering Thunderhead, Wail of the Banshee
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Altered Spells:
[spoiler]
Chain Lightning: this acts as a Lightning Bolt (and may be bounced, as below), except that every time a target takes damage from it (whether they make the save or not), another smaller bolt shoots out to another target of your choice within 50 feet. This requires a Ranged Touch Attack, and if the target is struck, they take half the original damage. If a bolt bounces over someone multiple times, multiple secondary bolts are launched. An individual can be hit by the primary bolt and one or more secondary bolts (though not secondary bolts that are caused by them getting struck) in the same casting.
Cone of Cold: this works like normal, except the entire area of effect is coated in ice (functioning like a Grease spell that is automatically Dispelled, square-by-square, by Fire effects) and anyone who fails the save takes 1d6 Dexterity damage.
Firestorm: this spell functions as normal, except that it lasts for as long as the Warmage concentrates. The area of effect cannot be moved, however.
Flame Arrow: when cast, all arrows fired from within 50' of the caster during the next round deal an additional amount of Fire Damage equal to 2d6 plus her Caster Level.
Lightning Bolt: when cast by a Warmage, Lightning Bolts may bounce off surfaces, either at a 90 degree angle or 180 degrees straight back at the caster, caster's choice.
Mass ___: the spell works just as normal, except it affects one subject per caster level.
Mass Polymorph: this works only on willing targets, affecting two subjects per caster level. The subjects are transformed into Trolls, effectively replacing their character sheets with the MM entry. They can think like themselves, retaining their alignments and memories, but don't actually retain their skills, feats, ability scores (even mental ones) or anything else. You don't get troll wizards and troll knights and troll thief-acrobats, you get trolls.
These trolls may, however, utter "Hurr hurr, I'm a (their original class)" as a free action. Troll wizards can be said to cast sleep (range: touch, material focus: a club, somatic component: make an attack roll) and Knock (range: touch, material focus: a club, somatic component: make a break check), likewise Troll Rogues can be said to be able to pick locks (with a club) and disable devices (with a club).
Meteor Swarm: this causes four meteors to rain down from the sky, all at different points. Make a ranged touch attack against four different targets (including sections of ground). The targets, if hit, take 10d6 Bludgeoning Damage. Then, all within a 20' radius of each meteor takes 1d6 Fire damage per caster level (if multiple blasts hit the same person, they are damaged multiple times) with a Ref save for half (each time, if struck multiple times). If the targets of the meteors were hit by the attacks, they automatically fail the save.
The area then becomes difficult ground, with the 5' square points of impact becoming deep craters (10' deep pits).
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