The class system is an important one, but many individual classes have minor thematic problems, which - while not particularly affecting their mechanical power - sometimes lend themselves to disagreements between players and the GM. Other times, a class is widely regarded as being particularly weak, and in need of mechanical help. Finally, some classes simply require thematic changes in order that they might fit in the setting.
Classes in Daydream are slightly tweaked in order to minimise the possibility of the first, while also levelling the playing field and reconstituting consistency of the setting.
The below denotes the thematic and mechanical changes to each class. Sometimes these stem from the same change, as in the Paladin's altered Code of Honour.
Cavalier
Cavaliers must adhere to a Code of Honour as set by their Principle. See the Deities section for details.
Additionally, all cavaliers gain the following class abilities.
Knight's guidance. As a move action, the cavalier may grant all allies within earshot or line of sight a +1 competence bonus to attack rolls and damage rolls, and a +1 morale bonus to saving throws against charm and fear effects until the beginning of the cavalier's next turn. These bonuses increase to +2 at 5th level. Unlike other morale bonuses, these bonuses always stack with those granted by their banner ability, if any.
Note that a mount's move action does not consume the rider's move action, and that "if your mount moves more than 5 feet, you can only make a single melee attack."
Inspired tactics. At 2nd level, the cavalier adds their Intelligence modifier as a bonus to their initiative checks. This is in addition to adding their Dexterity modifier.
A cavalier may use their knight's guidance ability a number of times per day equal to 3 + their Intelligence modifier.
Finally, a cavalier gains a bonus teamwork feat at 5th level, as the tactician class feature; unlike the greater tactician class feature, they may only grant one of these teamwork feats per usage of tactician.
Cleric
Clerics devoted to an Arbiter gain a +1 sacred bonus to attack and deal a bonus +1 sacred damage with their Arbiter's preferred weapon. This damage is multiplied on a critical hit.
Clerics who worship a Pristine gain a +1 sacred bonus to attack and deal a bonus +1 sacred damage with their Pristine's preferred weapon. This damage is multiplied on a critical hit.
Fighter
This section does not apply to the myrmidon by Dreamscarred Press.
Fighters do not gain 2 + INT skill points per level. Instead, they gain 4 + INT skill points per level.
Fighters advance their Will saving throw at the rate of their Fortitude saving throw.
Additionally, their armour training and bravery class features are modified as follows, and they gain the vitality class feature.
Armour training. The armour training class feature does not increase the Maximum Dexterity Bonus of worn armour. Instead, it grants the listed value as a dodge bonus to the fighter's armour class, whether or not the fighter is wearing armour.
Agency/Serenity. Fighters do not gain the bravery class feature. Instead, when they would gain the bravery class feature, they may instead gain an equal bonus to either initiative checks or to Will saving throws. Once chosen, this cannot be changed. This still functions as the bravery class feature for the purpose of archetypes and for feat prerequisites.
Vitality. Fighters of 3rd or higher level, when targeted by a spell which cures hit point damage, always gain an additional 1 hit point per fighter level from the effect.
Finally, the fighter may always treat feats which require selecting a specific weapon type (e.g., greatsword) as instead applying to all applicable members of a weapon group from their weapon training class feature (e.g., heavy blades). (This applies to exotic weapon proficiency, weapon focus, etc.)
Note that the fighter still lacks any out-of-combat abilities, although a couple skill points may help.
Gunslinger
As mentioned in "No More Terrible Firearm Rules" on the Core Rules page, the Gunslinger from Ultimate Combat, the associated firearms rules, and all associated archetypes are not allowed.
However, the Gunslinger class for Heroes of Alvena (v. 1.2.6) (by J. Scott Mohn of Alvena Publishing) is allowed, as are the respective firearm rules.
Monk
This section does not apply to the unchained monk.
Monks receive full Base Attack Bonus progression and a d10 hit die. In addition, whenever they take the attack action or the charge action with an unarmed strike or monk weapon, they gain an additional attack that must be with an unarmed strike or monk weapon.
Finally, at levels 1, 3, and 5, the monk gains their choice of any one of the following options, called kata, as a way of fighting (e.g. Hidden Way). The way of fighting can be entered as a swift action, but the monk may only enter one way of fighting per round.
At levels 4 and 6, the monk chooses an additional kata; these additional kata apply as an additional effect whenever they enter a way of fighting (e.g. at 4, Hidden-Viper Way and Leaping-Viper Way). If this is one they have chosen before for a single way of fighting, the kata they chose previously becomes replaced with one newly chosen (e.g. at 6, Hidden-Golden-Viper Way, Hidden-Lotus-Viper Way, and Hidden-Leaping-Viper Way).
Golden. For 1 round, you gain +4 to AC as a dodge bonus.
Lotus. For 1 round, you gain +4 to saving throws as a dodge bonus.
Ram. Your next attack within 1 round may apply stunning fist without consuming a charge of stunning fist.
Viper. For 1 round, enemies who attack you provoke attacks of opportunity for each attack made, but these attacks of opportunity must be trip or disarm attempts.
Hidden. For 1 round, you have concealment (but not total concealment) from your choice of visual (e.g. sight) or tactile senses (e.g. tremorsense). If you choose the latter, enemies you affect still feel your effects, but your touch is impossibly light, even when causing damage.
Leaping. For 1 round, you gain a 30' insight bonus to one move speed that you possess.
Stone. For 1 round, your unarmed attacks ignore up to your character level + 5 hardness and DR.
Tiger. For 1 round, you may treat one square as if it were unoccupied for the purposes of provoking attacks of opportunity and moving through that square. As this only applies to these items, this ability does not allow you to end your movement in that square.
A monk may enter a way of fighting a number of times per day equal to 4 + their Wisdom modifier + 2 times their monk level.
Monk, Unchained
Unchained monks gain a total number of ki points in their ki pool equal to their unchained monk level + their Wisdom modifier.
Unchained monks advance their Will saving throw at the rate of their Fortitude and Reflex saving throws.
Paladin
Paladins must adhere to a Code of Honour as set by their Principle. See the Deities section for details.
Paladins may treat Conspirators as evil for the purpose of their smite evil ability. Otherwise, they treat Loyalists as evil for the purpose of their smite evil ability. This is chosen when they gain smite evil and cannot later be changed.
Rogue
This section does not apply to the unchained rogue.
The Rogue gains the class features of the Glory Rogue archetype by Drop Dead Studios.
Soulknife
Note: This is in accordance with the special qualities rule. If not using that rule, ignore this change.
The soulknife loses the enhanced mind blade class feature and instead gains the extra mind blade quality class feature as defined below. This counts as enhanced mind blade for all purposes.
Extra Mind Blade Quality. Your mind blade is always a magic weapon, and gains an extra, second special quality from the list. This does not consume a magic item "slot." This cannot be the same special quality as your first choice. If your mind blade's enhancement bonus would be increased or decreased by one of your class features (such as splitting it into two weapons), this increase or decrease instead only applies to its special qualities, if at least one would be affected. This extra special quality otherwise advances at the enhanced mind blade progression for your class or archetype.
Example: Your +2 mind blade is in two-handed form with a normal special quality flaming and an extra special quality guided. It deals 2d6+2+(WIS*1.5) slashing damage plus 2d6 flaming damage. If you split it into two light weapons, it would instead deal 1d6+2+(WIS)/1d6+2+(WIS*0.5) slashing damage plus 1d6/1d6 flaming damage.