So... time for a massive post to update this. My formatting is not entirely uniform, and some text was a bit detailed to copy/paste everything... but this should at least give people a where to look. Note that a few of the ACFs aren't quite as good as they seem, but overall most of them are useful... with a few exceptions. I listed the articles with vestiges and alternate familiars, just for completeness. I did not include feats, although I have an urge to sift for those. Format for monk styles is the same layout as these
Organized by magazine:
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, Me dium 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.
*Surivalist: Lose heavy armor proficiency, gain class skills.
*Targetter: Arrow Swarm, Sniper, Vital Aim. Loses Martial Melee and heavier shield proficiency (keeps buckler). Gains two exotic ranged weapon proficiencies.
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
*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 mmulticlass 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).
*Vigilent Monk: Gain Detect Chaos at will, Uncanny Dodge, Improved Uncanny Dodgel lose feats at L2 and 6.
Champions of the Divine
*Variant Paladins for non-evil alignments (LG=Paladin, NG=Sentinel, CG=Avenger, LN=Enforcer, TN=Incarnate, CN=Anarch)
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
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
Changing Nature's Design (Variant divine casters that count as Druids and have druidic casting with different class features)
*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), 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.
*Metal Master: Can use metallic gear, Spontaneous casting of metal spells, Mine Sense, Metal Sense, Damage Reduction, Major Creation, Timeless Body, Iron Body
*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.
Filidh (Variant Wizard): Different skills, Bardic Knowledge, +CL for Divination spells; no feats, familiar or Scribe scroll.
Wild Defender (Variant Ranger): Loses Favored Enemy, Bonus Feats, Combat Style, Camouflage,
Hide in Plain Sight; Gains Smite Evil, Nature Lore, Trackless Step, Resist Nature's Lure, Rebuke Nature.
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.
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
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)
Storm Druid (Druid variant, spontaneously casts weather-type spells, immune to deafness, frightful presence, Thunder Strike, Wind Sense, Electrical Resistance, Improved Initiati ve)
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)
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))
The Janissary (Fighter variant; Gain Speak Language, Two Knowledges; Lose Handle Animal, Intimidate, Swim)
Worldly Styles (Monk combat styles)
*Kyokushkai Karate (Surival, 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)
That Which Does Not Kill Part 2 (Rogue talents)
*Adrenaline Rush (Treat one Strength check as 20 a day)
*Cartilaginous Skeleton (Bonuses on Escape Artist and Grapple)
*Enriched Bone Marrow (Make Fort saves to heal ability damage faster)
*Happier Days (May delay making will saves by daydreaming, leaving you helpless)
*Rainbow Stare (Bonus against some illusions)
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)
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)
Horselord (Barbarian variant: Gains Battle Ecstasy, Animal Companion(Mount), Improved Mounted Archery; Loses all Rage)
Backgrounds (Monk backgrounds: +1 damage vs objects, +1 bonus on Jump checks, +1 Knowledge(History), +1 vs Stunning Fist, or +1 vs Entangled)
Solstice Knight (Paladin Substitution Levels: L3: Aura of Courage, Blessed Radiance; L5: Darkvision, Strike of the Faithful, Special Mount)
Dwarf Rogues (Dwarf Rogue substitution levels: L1: Demolitionist, Trapfinding; L3: Expert Demolitionist, Trap Sense +1; L5: Rapid Demolitionist)
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)
The Ties that Bind (Two new vestige options: Kas the Bloody Handed, Primus the one and the Prime)
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)
Martial Cultures (Variant Barbarian and Rangers)
*Dwarf Barbarian (Lose Stonecunning and Bonus vs Orcs/Goblins to get +1 attack/damage vs aberrations and undead while raging)
*Dwarf Ranger (Lose Stonecunning, Skill bonuses, AC vs Giants to get scaling AC bonus vs Favored Enemies)
*Elf Barbarian (-2 on Initiative, but gain Rapid Shot while raging)
*Elf Ranger (Gain a favored terrain, but take -1 on Int and Wis-based skills outside it)
*Gnome Barbarian (Lose normal SLAs, gain Cure Minor Wounds, Guidance, Jump and Resistance (self only) as SLAs)
*Gnome Ranger (Lose all SLAs but Speak With Animals, gain Create Water, Detect Poison, Purify Food and Drink as SLAs)
*Half Elf Barbarian (Switch +2 bonuses on Diplomacy and Gather Information to Intimidate and Survival)
*Half Elf Ranger (Switch +2 bonuses on Diplomacy and Gather Information to Handle Animal and Ride)
*Half Orc Barbarian (Become permanently illiterate and never take Knowledge skills; gain +2 on Intimidation and Survival)
*Half Orc Ranger (Gain Favored Enemy (Orc) or (Human) but take Charisma penalty with that race)
*Halfling Barbarian (Lose bonuses to Climb, Jump, Move Silently; gain scaling bonus to Hide)
*Halfling Ranger (Lose luck bonus to saves; gain scaling bonus to saves vs their favored enemies)
Scout Feats and Options
*Light Cavalry (Lose Fast Movement, Camoflage, 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)
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))
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 (Loser familiarl; 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)
*Marshal of Battle (Optional updates to the Marshal cass 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)
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)
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 Langauge and Survival are class skills, Endurance as bonus feat)
*Warrior Priest (Sudden Quicken 1/day for a spell targetting your weapon, shield or armor)
*Weaponmaster (+2 Craft(Weaponsmith), do not need a free hand to cast spells while holding deity's weapon)
Way of the Shackled Beast
*Way of the Shackled Beast Style (Jump, Fear No Binds, Beast Strike, Disruptive Strike, Use Flurry of Blows with a charge)
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)
Gazing into the Abyss (New Vestiges: Ansitif the Befouler, Astaroth, Cabiri the Watching Master)
Transversed Arcana (Alternate Class Features for arcanists)
*Aligned Spellcaster (L1/4: 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 (L1/4: Lose familiar; If you take more than 3xCL, next spell is automatically maximized or extended for free.)
*Disciple of Boccob (L1/4: 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 (L1/4: Lose familiar; Chose one metamagic feat each morning, no level increase when applying it, usable 4-Level Increase times a day)
*School Mastery (L1/4: Lose familiar; Choose a school (does not require specialization, but is your specialist school if you are), gain benefit related to that school)
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)
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 Hospitaller (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)
« Last Edit: October 09, 2010, 12:19:58 AM by Rooster »