Homebrew Material

This means you must hit a targets ac on the next attack roll to confirm a critical.
Rolls 1d20, gets a natural 20 on the die. That is a critical.
Then roll a second 1d20 to hit an opponent's armor class. If it lands, deal critical damage.
The way multipliers work for criticals.
You roll damage for each multiplier, rather than rolling once then multiplying the damage.
Example:
Crit with a longsword, x3 multiplier. Roll 1d8 for 2, 1d8 for 8, and 1d8 for 5. Your total damage is 15.
If a confirm is also a critical success, not only do you multiply your damage based on your modifier, the weapon die is maxed in damage.
Example:
 1d20, natural 20 crit with longsword.
roll to confirm, another natural 20 crit.
The dmg dealt is max weapon damage(+additional)times the weapon multiplier. For longsword, 1d8=8. 8 x 3(multiplier)=24.

Martial Training: +1 BAB, this is considered base attack bonus and counts towards prestige and feat requirements.
Weapon Focus: As the Feat.
Armored Training:+1 Ac, armor check penalty reduced by 1 for one type of Armor, Armor must be selected. (Example, light, medium, heavy) this does not include shields.
Adaptive: +4 skill points when taken.
Born Caster:+1 Caster Level for one casting class, this is considered your base caster level for the selected class and counts towards prestige and feat requirements.
Resistant:+1 to Fortitude saves and +1 to Reflex saves.
Educated: +2 to Two Known Knowledge Skills
Crafty: +2 to a Single Craft, Craft become a permanent skill regardless of class.
Performer: +2 to to a Single Perform, Perform becomes a permanent class skill regardless of class.
Profesional: +2 to a Single Profession, Profession becomes a permanent class skill regardless of class.

These feats are taken at first level Aristocrat and every third level of Aristocrat class.
These are Bonus Feats.
No feat may be taken more than once.

You can hurl an ally up to 5 range increments (increment is 5ft for creatures 1 size level smaller than you and 10ft for every size smaller). Ranged touch attack vs AC 10 to hit the right square, otherwise see the scatter rules for thrown weapons/Splash weapons . It's a move action to pick up the willing subject and a standard action to hurl them.
Hurling opponents requires a grapple to initiate(standard) and a grapple to hurl them. An unwilling subject increases the square dc to 15.

Balance and Tumble are now Acrobatics
Hide and Move Silently are now Stealth

Psion
Psicrystals
Psychic Warrior
Soulknife
Wilder
Psionic Prestige Classes:
Cerebremancer
Elocater
Metamind
Psion Uncarnate
Psionic Fist
Pyrokineticist
Slayer
Thrallherd
War Mind

General Feats Allowed:
Antipsionic Magic
Autonomous
Chaotic Mind
Cloak Dance
Closed Mind
Deadly Precision
Force Of Will
Greater Manyshot
Hostile Mind
Mental Resistance
Mind Over Body
Open Minded
Psionic Affinity
Psionic Hole
Rapid Metabolism
Reckless Offense
Sidestep Charge
Stand Still
Wild Talent
Psionic
Aligned Attack
Boost Construct
Combat Manifestation
Expanded Knowledge
Focused Sunder
Ghost Attack
Inquisitor
Mental Leap
Metamorphic Transfer
Narrow Mind
Overchannel
Talented
Body Fuel
Power Penetration
Greater Power Penetration
Power Specialization
Greater Power Specialization
Psicrystal Affinity
Improved Psicrystal
Psicrystal Containment

Psionic Body
Psionic Dodge
Psionic Endowment
Greater Psionic Endowment
Psionic Fist
Greater Psionic Fist
Unavoidable Strike
Psionic Meditation
Psionic Shot
Greater Psionic Shot
Fell Shot
Return Shot
Psionic Talent
Psionic Weapon
Greater Psionic Weapon
Deep Impact
Speed Of Thought
Psionic Charge
Up The Walls
Wounding Attack
Note:Psionic Crafting Feats may be selected, However, No item can be crafted permanently in the current setting. Items crafted will cost half it's general costs to be made, but will last half as long if they are only a few times use. However, anything that would normally be permanent will cost a 3rd of it's creation value but only function for 1d6+4 rounds before becoming inert. Upon creation a DM will roll a 1d6+4 to determine it's functioning rounds. These rounds may be used up either all at once, or spread out between uses.
Crafting a Psionic item will also require a 1d20 roll. 1 resulting in the item exploding during the process, damaging it's crafter and losing all of the materials. 2-19 meets it's normal conditions as noted above, 20 results in the item having full normal charges, or a max of 10 round use rather than rolling the 1d6+4.
Psionic Powers List Allowed

Magic Resistance and Power Resistance will be treated as one and the same. A psion will have to beat a caster level check to get through say 18 Magic Resistance to affect his target just as a wizard would. Although this is the case, spells such as detect magic would not sense a psionic. Detect psionic would not detect a magical creature.
In addition to three new skills (Autohypnosis, Psicraft, and Use Psionic Device), a new category is provided for the Knowledge(psionics) skill, and new uses are given for Concentration. To see more, click this link.
Currently there are no psionic items allowed. No psionic Pets, familiars, or animal companions may be selected, however the psicrystal is allowed for it's corresponding class.
Psicrystal

Psions are often raised and trained from a young age at the Academy for the Mind. This is an academy that is specialized in all things Psionic and ran by House
 Combining Psionic And Magical Effects
The default rule for the interaction of psionics and magic is simple: Powers interact with spells and spells interact with powers in the same way a spell or normal spell-like ability interacts with another spell or spell-like ability. This is known as psionics-magic transparency.
Psionics-Magic Transparency
Though not explicitly called out in the spell descriptions or magic item descriptions, spells, spell-like abilities, and magic items that could potentially affect psionics do affect psionics.
When the rule about psionics-magic transparency is in effect, it has the following ramifications.
Spell resistance is effective against powers, using the same mechanics. Likewise, power resistance is effective against spells, using the same mechanics as spell resistance. If a creature has one kind of resistance, it is assumed to have the other. (The effects have similar ends despite having been brought about by different means.)
All spells that dispel magic have equal effect against powers of the same level using the same mechanics, and vice versa.
The spell detect magic detects powers, their number, and their strength and location within 3 rounds (though a Psicraft check is necessary to identify the discipline of the psionic aura).
Dead magic areas are also dead psionics areas.
Multiple Effects
Powers or psionic effects usually work as described no matter how many other powers, psionic effects, spells, or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a power does not affect the way another power or spell operates. Whenever a power has a specific effect on other powers or spells, the power description explains the effect (and vice versa for spells that affect powers). Several other general rules apply when powers, spells, magical effects, or psionic effects operate in the same place.
Stacking Effects
Powers that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different powers, or one from a power and one from a spell. You use whichever bonus gives you the better result.
Different Bonus Types
The bonuses or penalties from two different powers, or a power and a spell, stack if the effects are of different types. A bonus that isn’t named (just a “+2 bonus” rather than a “+2 insight bonus”) stacks with any bonus.
Same Effect More than Once in Different Strengths
In cases when two or more similar or identical effects are operating in the same area or on the same target, but at different strengths, only the best one applies. If one power or spell is dispelled or its duration runs out, the other power or spell remains in effect (assuming its duration has not yet expired).
Same Effect with Differing Results
The same power or spell can sometimes produce varying effects if applied to the same recipient more than once. The last effect in a series trumps the others. None of the previous spells or powers are actually removed or dispelled, but their effects become irrelevant while the final spell or power in the series lasts.
One Effect Makes Another Irrelevant
Sometimes, a power can render another power irrelevant.
Multiple Mental Control Effects
Sometimes psionic or magical effects that establish mental control render one another irrelevant. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with one another, though one may modify another. If a creature is under the control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.
Powers and Spells with Opposite Effects
Powers and spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some powers and spells negate or counter each other. This is a special effect that is noted in a power’s or spell’s description.
Instantaneous Effects
 Independent Research
A psionic can research a power independently, or try to duplicate one from another psionic of the same power list. This unlike expanded knowledge allows you to only choose from your own power list. Example, a telepath can not choose from a seer's power list, nor can she choose from a psychic warrior's power list.
The research involved requires access to a retreat conducive to uninterrupted meditation. Research involves an expenditure of 200 XP per week and takes one week per level of the power. At the end of that time, the character makes a Psicraft check (DC 10 + spell level). If that check succeeds, the character learns the new power if her research produced a viable power. If the check fails, the character must go through the research process again if she wants to keep trying.
This does not add to a psionics total known powers.
PM a DM if you attempt to learn a new power.

Pre-requisite changes: Must have proficiency with crossbow, pistol, or musket.

Alignment
Any
Hit Die
d10
Skill points at 1st Level
(4 +int modifier) x4.
Skill Points at Each Additional Level.
4 + int modifier.

Class Skills
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Heal
(Wis), Intimidate (Cha), Knowledge (Architecture and Engineering) (Int), Knowledge (local) (Int), Perception
(Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), and Survival (Wis).
Speedy Reload: At first level a gunslinger can reload a pistol or musket as a move action rather than a standard action. He gains the feat Rapid Reload for the pistol and musket.
Quick Draw: Starting at second level, a gunslinger gains the feat Quick Draw and may draw his weapons as a free actions.
Dodge Bonus: Starting at 3rd level a gunslinger gains a bonus to armor as dodge ac. This ac stacks with all other ac. She gains +1 to dodge ac at 3rd, 7th, 13th, 17th and 20th level. This bonus only applies when wearing light armor, and not carrying a medium or heavy load.
Pistol Whip: A gunslinger at level 3rd gains the ability to use the butt of her weapon to deal bludgeoning damage with no penalty to her attack. This attack is a melee attack and does not provoke attacks of opportunity. The butt of a pistol deals 1d4 damage with a 20x2 crit range and the butt of a musket deals 1d6 damage with a 20x2 crit range. (Being a Melee attack, using pistol whip is BAB+Strength mod to hit and adds Strength mod to deal additional damage. Weapon finesse can be applied to pistol whip)
Bonus Feats: A Gunslinger gains a bonus feat at 5th, 10th, and 15th in addition to the feats normally gained by level. These bonus feats are from a select list, provided the gunslinger meets all requirements(including level) other than class requirement. Gunslinger replaces class required per-requisites for all bonus feats in the following list.
List of Bonus Feats for Gunslinger: Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Dodge, Mobility, Point Blank Shot, Shot on the Run, Precise Shot, Weapon Finesse
Gun Training 1 and 2: At 6th level a gunslinger can select either a pistol or musket. The gunslinger now adds his Dexterity Modifier to Damage rolls to the selected weapon, just as strength is added to a melee attack. This is only applicable to the selected weapon. A gunslinger may select a weapon at level 6th and again at 11th
Startling Shot: At 6th level a gunslinger may as a standard action fire his gun at an opponent purposely missing by a hair in order to causes them to be caught off-guard, making them flat-footed until the opponents next turn. This action requires no actually attack roll, but uses ammunition and must be reloaded.
Aimed Shot: At 7th level a gunslinger has learned that sometimes a well placed shot is more helpful than firing randomly. A gunslinger as a standard action may aim for a body part on his target, taking a -4 to his attack roll. Hitting the target causes an effect depending on which he was aiming for.
Aimed Shot Targets: If attack is successful.
Hand - Causes no damage , Reflex save to not drop one handed weapon. Two handed weapons gain +4 vs save.
Leg - Cause Damage as normal, Reflex save to not fall prone. This does not affect creatures with more than two legs, large sized, or without legs.
Head - Causes damage as normal, Dazed for one round. This is a mind-affecting ability.
Torso - Crit range for attack is dropped to 18-20x2, does not stack with other crit modifiers such as keen.
(Every Aimed Shot allows a reflex to avoid the effect of the shot, but not the damage.)
[Reflex save Dc is 10+ 1/2 Gunslinger Class Level+Dex Mod]
Lightning Reload: At 8th level, you may reload a pistol and musket as a swift action rather than a move action. [This is not a free action, this does however free up your move action]
Quick on the Draw: At 8th level, a gunslinger gains +2 during initiative rolls. This stacks with the feat improved initiative if taken.
Bleeding Shot: At 10th level, all critical strikes with a pistol or musket cause the enemy to bleed out. After landing a critical strike, the opponent takes 1 damage on every one of their turns until they stop the bleeding. Stopping the bleeding is a heal check DC 10 and takes a full round action. Bleeding occurs even if the critical is not confirmed. This does not apply to opponents and creatures that are not vulnerable to critical.
Uncanny dodge: At 11th level, a gunslinger gains uncanny dodge. If he already has uncanny dodge, he instead gains improved uncanny dodge.
Desperado: At 12th level a gunslinger can push himself passed his normal limit. He may fire his pistol or musket and reload quickly by pushing his normal limits. Using a Full round Action, You may attack with a pistol or musket, reloading them as a free action, as many times as you have Dex Modifier at the cost of 5hp per attack. This can be used once per encounter, a number of times per day equal to the gunslingers Con Modifier. After this attack the gunslinger is considered fatigued much like a barbarian once rage has ended.
[Example: Marv the Gunslinger has a Dex score of 18, and a Con score of 14. Marv can attack 4 times during one encounter using desperado. He may only use desperado 2 time a day.]
Menacing Shot: At 12th Level a gunslinger may perform a Coupe De Grace as a standard action using a pistol or musket. In addition, During the Coupe De grace, all enemies within 20ft must succeed on a will save or be panicked for 1d4 rounds. A successful save still leaves the enemy shaken for 1d4 rounds. Duration rolled for each enemy affected.
Godly Reload: At 13th level a gunslinger may reload his pistol of musket as a free action, this allows him to fire an attack for each BAB attack he is allowed. This also would allow the gunslinger to use a pistol in one hand AND be able to reload it, however the penalties would still apply if the gunslinger uses two weapons at once.
Slinger's Reputation: At 14th level a gunslinger's reputation has given him some benefits with the common wealth as well as some unique others. For all purposes a gunslinger's leadership score is always considered to be +4. Diplomacy when speaking with other gunslinger's is increased by +2 as well.
Slinger's Luck: At 15th level a gunslinger can test his luck. A gunslinger is allowed to reroll a single save, attack, or skill roll a day. He can know the result before rolling but must keep the reroll even if it is worse that the original roll.
Cheat Death: At 18th level a gunslinger may once a day when an attack would drop his health to 0 or below, instead he can cheat death allowing him to be left with 1 HP instead. This ability happens even if the gunslinger has the feat diehard.
Improved Uncanny Dodge: At 19th level a gunslinger gains Improved Uncanny Dodge.
Gunslinging Master: At 20th level a gunslinger may add double the dex bonus to his gun trained weapon damage.