Defense Modifier Fate Points Extended Casting Time for Spells
Weapon Specialization 0-Level Spellcasting Added Class Skills
Favored Enemy Bonus Spontaneous Spellcasting for Evil Clerics Strength Modifier for the Intimidate Skill

The house rules described below have been drawn together from a variety of sources including a slew of rpgs, players from each campaign, as well as some of my own design. While not necessary, both myself and the players have found these rules to bring about added flavor to the game. As much as I would like to offer thanks and recognition to all who have contributed to the ideas presented below, they are the culmination of 20+ years worth of gaming and much of the rule's origins have been long forgotten.

Defense Modifier:

All player characters get a bonus to their AC based on a level dependent defense modifier. The modifier acts in the same way as the dexterity bonus to AC in that if the character is caught flat-footed, the defense modifier is negated. It also follows the same restrictions imposed to dexterity bonus based on armor worn.

Combat style classes (Barbarian, Fighter, Paladin, Ranger) gain +1 to their defense modifier for every 3 levels. Support characters gain the modifier every 4 levels (Bard, Cleric, Monk, Rogue). Academics (Druid, Sorcerer, Wizard) gain the modifier every 5 levels.

Weapon Specialization:

Weapon Specialization is no longer limited to the fighter class. Barbarians, Paladins, and Rangers can take the feat upon attaining 6th level. Rogues can take the feat upon attaining 8th level. Clerics worshipping a god of battle and choosing the appropriate domain can gain the feat at 6th level.

Favored Enemy Bonus:

The favored enemy bonus does include the damage bonus as described in version 3.0

Fate Points:

Each character begins the game with 2 Fate Points. New Fate Points can be gained at the discretion of the DM but will generally only be given for tempting fate in a monumental way.

Fate Points can be used to allow for a re-roll of any one die by the character expending the fate point. Alternatively, a fate point may be expended to cause the DM to re-roll any one roll as long as the effect to be re-rolled directly affected the character expending the fate point. Finally, fate points can be given to the DM in exchange to alter specifics of certain events recently passed. The DM can use the fate points as mentioned above but cannot use them to out rightly kill a character.

0-Level Spellcasting

Spell casters do not need to memorize their level 0 spells. Rather, they may spontaneously cast them. However, the amount of level 0 spells known remains the same as indicated by the class.

Spontaneous Casting for Evil Clerics

Evil clerics do not spontaneously cast inflict spells. Instead, they cast cure spells just as the good and neutral clerics. It stands to reason that evil will be in need of healing too plus, having to touch an enemy for the inflict spell to work can make it difficult considering clerics are not truly a martial class.

Extended Casting Time for Spells

Both arcane and divine spell casters can benefit from voluntarily extending the casting time of their spells. By focusing their concentration beyond the normal description of the spell, the caster increase the effectiveness or difficulty for resistance of the spell being cast.

In essence, for every full round the caster extends the spell beyond the normal casting time, the caster can choose 1 effect from below:

1. Increase the effective caster level of the spell by 1.
2. Increase the save DC by 2.
3. Add a +1 concentration bonus for overcoming spell resistance.

Of course this comes with some inherent disadvantages. Any damage taken during the extended spellcasting time incurs the same effects as if the spellcaster had been struck during the initial casting. This main difference is that mishap effects (failure by more than 5) are limited to causing mana burn (d4 per level of the spell) to the spellcaster whose spell was disrupted. In addition, the spellcaster will need to make a successful concentration check versus a DC of 10 plus the spell level plus 1 per each round extended. This check must be successful each round. For example, a wizard is casting fireball and extending the spell casting time by 3 rounds. During the next 3 rounds, the wizard will need to succeed at concentration checks with a DC of 14 , 15, and 16 respectively.

Added Class Skills

The following skills are considered additional class skills for all classes and prestige classes:
Climb
Concentration
Jump
Listen
Ride
Spot
Swim

Each character will get 3 additional skill points per level (including 1st) to offset these new class skills

Strength Modifier for the Intimidate Skill

Given the harsh nature of the realms and the common belief that "might makes right," a character may use their STR modifier instead of their CHA modifier for Intimidate skill checks.